![]() Traps can be simple or complex, but at their core they all have the same basic ideas running them. It doesn’t matter if it’s magical, mechanical, or just a pit full of crocodiles. They might not be fooled by the misdirection, a player might disable a trap’s trigger, or a player may deftly dodge out of the way.Īs long as you’ve gathered these core elements, you have a trap. Each step has a chance for the players to escape. In almost every case in DnD a trap will follow those three steps: misdirection, trigger, effect. Once triggered, the trap is sprung to either success or failure. You follow this with a trigger that leads to the trap’s effect. You start with misdirection: adding a surprise where players expect things to be normal. While it’s a bit silly, it illustrates the core elements of a trap. You can see a fantastic and truly classic trap in use here. Sometimes it’s better to give an example rather than an explanation. This article is designed to help you over that hurdle and lay out a mental framework that you can use when designing or implementing traps in your game. With all their variety and a near endless amount of ideas you also get an near endless amount of effects, damage tables, and rules to know. These examples help highlight one of the best things about DnD traps: they have a huge amount of variety! If you want to add some flavor to your dungeon, traps can provide a unique bit of spice. We’re all familiar with spike pits, rolling boulders, or swinging blades. Traps are a classic cornerstone of Dungeons and Dragons.
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