Showing posts with label traps in 5e. Show all posts
Showing posts with label traps in 5e. Show all posts

Thursday, February 4, 2021

Basic Encounter Design: Traps

I need to talk about traps.  You need to use traps.  Why am I seeing rare use of them in your adventures, and why aren't more DMs using them to waylay and destroy parties?

Traps are, easily one of the least utilized elements of the game.  I'm specifically talking about Dungeons and Dragons 5e when I make that statement.   It isn't really an issue with the system, there are plenty of rules and resources in official published material covering traps, I think that the issue is that people tend to just forget about them when they are planning out a dungeon or an encounter.  Realistically, nearly any creature with a decent intelligence would use traps, especially inside of a dungeon.  Particular creatures such as gnolls, goblins, orcs (yes, orcs are usually evil in my games), and especially kobolds would and should always use traps.  In my games, orcs often use traps to capture and maim creatures (especially PCs) that they later eat, torture, or both.  Goblins and kobolds use traps as a defense, and they are often more than just set backs.  Gnolls--in my games-- are a combination of both.  

Not only does it make sense for these creatures to use traps as far as role playing the monsters goes, but traps are an extremely easy way to bulk up encounters, and make sessions less of a grind by just having everything optimized by combat.  Also, players have no idea what to expect when a series of well designed traps are thrown at them.  In my experience, even seasoned players tend to overlook traps, and to be fair, parties that are basically Min/Maxed (most parties) get boring to DM for after awhile, and the campaign goes flat fast. Throw some traps in there, and magic users and specialists classes have a change to shine besides rolling to hit or supporting combat like your game is an analog MMO server.  

Traps are an easy way to add to encounters, and you are only limited by your imagination.  You can use them in any environment, they can be magical or mechanical, and they can range from extremely deadly to a minor set back.  They are also absent from many products and sessions  have played in, and it's really too bad.  Adding traps is a really simple idea, and outside of resources that already exist in the 5e rules, there isn't a lot to add to it.  Use them.  Capture, kill, and maim your players with them.  

While I'm not big on selling products, I will say that one of the best resources on this subject is Nord Games Treacherous Traps.  This book not only is stocked with traps for all levels and situations, but it's also a great blueprint for making your own, and ideas of where to put them.  I stand by traps being not as important in 5e because people forget about them, or are just intimidated by using them because of mechanics, and this is a great book to have for any DM.  I use it as often as I use the Monster Manual.  


Update!

 I have been busy as shit with work, running two games, and playing in a game.  Oh, I have also been working on some content.  Last post I m...