Post by Ironnerd on Aug 28, 2020 13:02:08 GMT
TRAPS
In BECM D&D, a trap is simply a hidden device that may or may not injure a character. If a character stumbles upon a trap, and does not detect and disarm it, the trap automatically does damage. This keeps things simple, but also removes most of the gaming elements the players expect, making traps little more than a nuisance.
BEz addresses interaction with traps by making them a bit more like monsters.
Detecting Traps
Traps may be obvious, hidden, or anything in between. To simulate this in game terms, BE+ gives traps a Detection Modifier. DM's can roll 2d12 to randomly assign detection adjustments to traps.
....... -2 3
....... -1 4-5
Normal: ±0 6-8
....... +1 9-10
....... +2 11
Obvious:+3 12
This modifier is applied to the result of the d20 roll to detect traps. Characters without Thief Skills can detect traps on a roll of 20, modified by the trap’s Detection Modifier.
Disarming Traps
A trap’s susceptibility to being disarmed ranges from simple to complex. DM's can roll 2d12 to randomly assign detection adjustments to traps.
....... -1 4-5
Normal: ±0 6-8
....... +1 9-10
....... +2 11
Simple: +3 12
As with Detection, this adjustment is applied to the player’s d20 roll to disarm. Characters without Thief Skills can disarm traps on a roll of 20, modified by the trap’s Detection Modifier.
Basic Traps
A basic trap will activate on a roll of 5+ on d20, and will attack as a 1 HD creature (players using player-Facing Combat parry these attacks), doing 1d6 damage. This represents the basic arrow, spike, or blade trap.
Trap Special Abilities
Traps, like monsters, may have special abilities. These are added at the whim of the Dungeon Master. Some may not spring until activated the second or third time they are triggered. Others may attack as monsters with higher HD. Some traps will attack all characters (and monsters) in a given area.
Boss Traps
A “Boss Trap” is a large trap that dominates a dungeon or level of a dungeon. If a Boss Trap is used, the level will likely have an unusual number of smaller traps that become more and more complex as the party gets closer to the Boss.
Being a Jerk with Traps
In BECM D&D, a trap is simply a hidden device that may or may not injure a character. If a character stumbles upon a trap, and does not detect and disarm it, the trap automatically does damage. This keeps things simple, but also removes most of the gaming elements the players expect, making traps little more than a nuisance.
BEz addresses interaction with traps by making them a bit more like monsters.
Detecting Traps
Traps may be obvious, hidden, or anything in between. To simulate this in game terms, BE+ gives traps a Detection Modifier. DM's can roll 2d12 to randomly assign detection adjustments to traps.
Trap Adj 2d6
Hidden: -3 2....... -2 3
....... -1 4-5
Normal: ±0 6-8
....... +1 9-10
....... +2 11
Obvious:+3 12
This modifier is applied to the result of the d20 roll to detect traps. Characters without Thief Skills can detect traps on a roll of 20, modified by the trap’s Detection Modifier.
Disarming Traps
A trap’s susceptibility to being disarmed ranges from simple to complex. DM's can roll 2d12 to randomly assign detection adjustments to traps.
Trap Adj 2d6
Complex:-3 2
....... -2 3....... -1 4-5
Normal: ±0 6-8
....... +1 9-10
....... +2 11
Simple: +3 12
As with Detection, this adjustment is applied to the player’s d20 roll to disarm. Characters without Thief Skills can disarm traps on a roll of 20, modified by the trap’s Detection Modifier.
Basic Traps
A basic trap will activate on a roll of 5+ on d20, and will attack as a 1 HD creature (players using player-Facing Combat parry these attacks), doing 1d6 damage. This represents the basic arrow, spike, or blade trap.
Trap Special Abilities
Traps, like monsters, may have special abilities. These are added at the whim of the Dungeon Master. Some may not spring until activated the second or third time they are triggered. Others may attack as monsters with higher HD. Some traps will attack all characters (and monsters) in a given area.
While it is common for a trap to shoot out an arrow or spikes, or cause the ceiling to collapse on the character, others may use Spells, Poison, Death Ray, cause Paralysis or turn the character to stone, or even simulate Dragon Breath. In these cases the players must make the appropriate saves to avoid taking full damage.
When using traps, get creative. Disarming a trap may cause another trap to activate. Multiple traps may have to be disarmed (or triggered) in a certain order to prevent the Boss Trap from activating. Traps may split the party, curse weapons or armor (which the character may or may not figure out until the next round of combat), or temporarily reduce a character’s Ability scores.
Boss Traps
A “Boss Trap” is a large trap that dominates a dungeon or level of a dungeon. If a Boss Trap is used, the level will likely have an unusual number of smaller traps that become more and more complex as the party gets closer to the Boss.
The Boss Trap can be really anything suitably threatening. It can summon a Minotaur, animate a statue of a Dragon, fill the room with poison gas, turn all the characters into frogs, or set off a chain reaction that causes the entire dungeon to collapse.
Being a Jerk with Traps
It is very possible to be a jerk with traps. While completely acceptable, try not to overdo it. There is always that DM who makes every room a hall of deadly traps... don't be that DM. Also avoid "instant kill" traps. These really are not much fun, and should only be used on that one player who keeps ruining your gaming sessions... you know the one...