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the location of the trigger and the activity that causes
          TRAPS REVISITED                                       the trap to activate.
          The ruJes for traps in the Dungeon Master's Guide pro-  Effect. A trap's effect occurs after it activates. The
          vide the basic information you need to manage traps   trap might fire a dart, unleash a cloud of poison gas,
          at the game table. The material here takes a different,   cause a bidden enclosure to open, and so on. This en-
          more elaborate approach- describing traps in terms of   try specifies what the trap targets, its attack bonus or
          their game mechanics and offering guidance on creating   saving throw DC, and what happens on a  hit or a failed
          traps of your own using these new rules.              saving throw.
            Rather than characterize tr aps as mechanical or magi-  Countermeasures. Traps can be detected or defeated
          cal, these  rules separate traps into two other categories:   in a variety of ways by using ability checks or magic.
          s imple and complex.                                  This entry in a trap's description gives the means for
                                                                counteracting the trap. It also specifies what happens, if
                                                                anything, on a failed attempt to disable it.
          A simple trap activates and is thereafter harmless or   RUNNING A  SIMPLE TRAP
          easily avoided. A hidden pit dug at the entra nce of a
          goblin lair, a  poison needle  that pops from a lock, and   To prepare for us ing a simple trap in play, start by mak-
                                                                ing note of the characters' passive Wisdom (Perception)
          a crossbow rigged to fire when an intruder steps on a
                                                                scores. Most traps allow Wisdom (Perception) checks
          pressure plate are all simple traps.
                                                                to detect their triggers or other elements that can tip off
                                                                their presence. If  you stop to ask players for this infor-
          ELEMENTS OF A  SIMPLE TRAP
          The description of a s imple trap begins with a line  that   mation, they might suspect a  hidden danger.
                                                                 When a trap is triggered, apply its effects as specified
          gives the trap's  level and the severity of the threat it
          poses. Following a general note on what the trap looks   in its description.
          like and how it functions are three paragraphs that tell   If the characters discover a trap, be open to adjudicat-
                                                                ing their ideas for defeating it. The trap's description is
          how the trap works in the game.
            Level  and Threat. A trap's level is actually a range of   a starting point for countermeasures, rather than a com-
          levels, equivalent to one of the tiers of play (levels 1- 4,   plete definition.
          5- 10, 11-16, and 17- 20), indicating the appropriate time   To make it easier for you to describe what happens
                                                                next, the players s hould be specific about how they want
          to use the trap in your campaign. Additionally, each trap
                                                                to defeat the trap. Simply s tating the desire to make a
          poses either a moderate, da ngerous, or deadly threat,
          based on its particular details.                      check isn't helpful for you. Ask the players where their
            Trigger. A s imple  trap activates when an event occurs   characters are positioned and what they intend to do to
          that triggers it. This entry in a trap's description gives   defeat the trap.
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