D&D 5E Trap Stat Blocks, Examples, CR and XP

I'm putting together an adventure that has lots of traps so I'd like to come up with a standard stat block for traps. The DMG/SRD doesn't have such a format, and I'm not totally thrilled with what the UA article presents. So please provide your feedback on this format and example (as well as feel free to provide any sample formats of your own.

Also, should traps have a CR and possible an XP listed for them? If so, do you determine these based purely on their damage or...?

Here's the sample format I'd like your feedback on;
Trap Name
Type
Descriptive text.
Detection
Description of detection means
Disarming
Description of countermeasures and how the trap can be disarmed.
Trigger
Description of how the trap is triggered
Actions
Description of action formatted like attacks and similar

An Example;
Dart Trap (Above Door)
Trap (mechanical)
This trap fires darts from the ceiling in front of the door when the door is opened. When triggered it fires two dozen darts into the ten foot square area in front of the door.
Detection
A DC 14 Wisdom (Perception) check in the hallway in front of the door reveals two dozen holes in the ceiling in the ten foot square area. A DC 10 Intelligence (Investigation) check of the door determined that the darts are triggered when a simple switch in the top of the door frame is released when the door is opened.
A DC 10 Wisdom (Perception) check from the back side of the door reveals the switch and triggering mechanism.
Disarming
A DC 14 Thieve's Tool check to disarm the trap by using a blade or other thin object to keep the switch depressed. The switch (and trap) can be disarmed from the back side of the door by anyone deciding to do so.
Trigger
This trap is triggered when the door is opened more than a few inches. It automatically resets itself three times before it must be reloaded.
Actions
Ranged weapon attack: +6 to hit, all targets in 10 ft. square in front of door. Hit: 4d4 + 4 piercing damage.

Note, if you want to complain about traps in 5E, go here. If you want to complain about traps and passive perception go here. This thread is not for discussing those issues. Thanks!
 
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I like this a lot. One of the things I really like is the separation between disarming and triggering.

I've mentioned it elsewhere, and something I use in my own descriptions because failing to disarm a trap is not the same thing as triggering a trap.

Another thing I like is the description of what the trap is, how it works, and how you're disarming it. Because I prefer something that can be addressed via role-playing in addition to ability/skill checks.
 

Looks good. I recently spent some time on some weird survivalist websites learning about how traps work. Was thinking of taking those ideas and making some stat blacks.
 

I do think traps need a really concise description like this. Easily searchable.

However I do want to get in on any arguments about passive perception and finding traps...
 

Glad the format is well liked. I didn't like how UA put Detection and Disarming under one heading (Countermeasures) and then have a different format for what they call simple and complex traps.

Not sure I like how they use initiative on complex traps, though I can see it working in some situations, just not all.

Anyway, for "Type" I figure to start off with "Trap" since it's really just another class of NPC. And then the sub-type being either "mechanical" or "magical". Maybe "mechanical & magical" in some cases.

Another thing of note, under the trigger I think it's important to indicate if the trap resets and how often etc. For instance, a magical lightning trap might have something like; "This trap can trigger once each round, up to ten times per day."
 


No need to argue. All DCs should be increased by 5. Passive perception works like it should then.
Please see the note in the OP for expressing these views.

I don't mean to be ... impolite, but it's been discussed over and over again and it's really not the topic this thread is hopefully discussing.
 


Glad the format is well liked. I didn't like how UA put Detection and Disarming under one heading (Countermeasures) and then have a different format for what they call simple and complex traps.

Not sure I like how they use initiative on complex traps, though I can see it working in some situations, just not all.

Anyway, for "Type" I figure to start off with "Trap" since it's really just another class of NPC. And then the sub-type being either "mechanical" or "magical". Maybe "mechanical & magical" in some cases.

Another thing of note, under the trigger I think it's important to indicate if the trap resets and how often etc. For instance, a magical lightning trap might have something like; "This trap can trigger once each round, up to ten times per day."

Overall, it looks good!

Personally, I'd like to see even more detail on the trap's trigger. Let's say the trigger involves a switch at the top of the door that depresses when the door is opened, causing a spring held in tension to snap shut, firing the darts. That information is really useful when determining effective countermeasures (either spontaneously or in a "countermeasures" section).

You can narrate how the rogue disarms the trap by carefully unloading the spring mechanism while holding the switch/pin in place.

Could heat metal used on the spring cause it to lose tension and disable the trap?

Might a slamming blow against the door or a ring of the ram causes the switch to flip and triggers the trap?

Maybe standing to the side and opening the door automatically avoids the trap as the spring is uni-directional?

Could applying rust monster glands to the trap dissolve the spring and disable the trap?
 

Overall, it looks good!

Personally, I'd like to see even more detail on the trap's trigger. ...
Thanks.

For this trap, I don't have all those answers. I could define them (since I am a mechanical engineer), but how much info is too much and how much is too little?

So, I thought it was clear that the switch was closed (depressed) when the door is closed and when the door opens the switch opens (which fires the darts). (So this would be designated as a normally closed switch.)

I did describe how the trap (switch) can be bypassed by using a blade or something thin to keep it depressed. I avoided describing how it can be disabled because I thought that was too much detail for most people.

Maybe I'm wrong? Anyone else want to chime in?
 

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