Traps
Unlike hazards which are naturally occurring environmental dangers, traps are intentional interventions put in place to hinder or harm. The effects of traps can range from inconvenient to deadly. From a simple net falling from a tree, to a torrent of boiling oil threatening to burn you alive.
Most traps are triggered when you somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when you enter an area or touches an object. Some magic traps have more complicated trigger conditions, including a password that prevents the trap from activating.
Every trap you encounter will have a Detection DC, which indicates how difficult it is to perceive and locate the trap, and a Disarm DC, which indicates how difficult it is to disable the trap.
In the case of a magical trap, you can attempt an Intelligence (Arcana) check to detect or disarm the trap, in addition to any other checks noted in the trap's description.
Most traps are triggered when you somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when you enter an area or touches an object. Some magic traps have more complicated trigger conditions, including a password that prevents the trap from activating.
Every trap you encounter will have a Detection DC, which indicates how difficult it is to perceive and locate the trap, and a Disarm DC, which indicates how difficult it is to disable the trap.
Detecting a Trap
While traversing a location, the GM will compare the Detection DC of a trap with each character's passive Wisdom (Perception) to determine if anyone notices the trap in passing. If you're actively looking for a trap, you can attempt a Wisdom (Perception) check against the trap's Detection DC. If you successfully notice the trap, the GM might provide you additional details depending on your degree of success.Disarming a Trap
If your degree of success when detecting the trap was high enough, you may be ready to disarm it right away. If not, you can make Intelligence (Investigation) check to deduce what needs to be done. In either case, you'll usually follow up with a Dexterity check using thieves' tools to perform the necessary sabotage to disarm the trap. In many cases, you can also come up with creative solutions unique to the particular trap you're facing.In the case of a magical trap, you can attempt an Intelligence (Arcana) check to detect or disarm the trap, in addition to any other checks noted in the trap's description.
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