Page 114 - Xanathar's Guide To Everything
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TRAPS REVISITED                                  the location of the trigger and the activity that causes
                                                              the trap to activate.
             The rules 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 hidden 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 traps 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.
             simple and complex.                               This entry in a trap’s description gives the means for
                                                               counteracting the trap. It also specifies what happens, if
             SIMPLE TRAPS                                      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 entrance of a
             goblin lair, a poison needle that pops from a lock, and  To prepare for using a simple trap in play, start by mak—
             a crossbow rigged to fire when an intruder steps on a  ing note of the characters’ passive Wisdom (Perception)
             pressure plate are all simple traps.              scores. Most traps allow Wisdom (Perception) checks
                                                               to detect their triggers or other elements that can tip off
             ELEMENTS or A SIMPLE TRAP                         their presence. If you stop to ask players for this infor-
             The description of a simple trap begins with a line that  mation, they might suspect a hidden danger.
             gives the trap’s level and the severity of the threat it  When a trap is triggered, apply its effects as specified
             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-
             how the trap works in the game.                   ing their ideas for defeating it. The trap’s description is
              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, 11-46, and 17—20), indicating the appropriate time  To make it easier for you to describe what happens
             to use the trap in your campaign. Additionally, each trap  next, the players should be specific about how they want
             poses either a moderate, dangerous, or deadly threat,  to defeat the trap. Simply stating the desire to make a
             based on its particular details.                  check isn’t helpful for you. Ask the players where their
               Trigger. A simple 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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