How Do I Use Traps Anyway?
      Hey Allstars! Letâs talk about Traps! Dungeons & Dragons offers Dungeon Masters and Player Characters many different ways to wound, injure and maim. With a massive arsenal of simple, martial and exotic weapons at your disposal what more could you need? Well my friends, Iâd like to explain why using traps to supplement your armory of carnage creating killing tools is a good idea. Before we get started, we have to answer the question, âWhat is a Trap?â In Merriam-Websterâs Dictionary and Thesaurus, a Trap is defined as âSomething by which one is caught unawares,â and âa situation from which escape is difficult or impossible.â Using these two definitions, we have the most common uses of traps in Dungeons & Dragons. If we head over to page 120 of the Dungeons & Dragons 5th Edition of the Dungeon Masterâs Guide, it also says that, âIn the D&D game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.â
      In Dungeons & Dragons there are a few ways to lay a trap. A good trap for a beginner Dungeon Master, or even a Party of Adventurers is called an ambush. For a DM, setting up an ambush is as easy as hiding five to six goblins in the bushes around a group of Travelers setting up camp for the night. For Players, an ambush can be an effective way to lure tough enemies into a situation that would be more advantageous for the Party. Ambushes are only the tip of the iceberg in Dungeons & Dragons. Once again, we turn to page 120 of the Dungeon Masterâs Guide. If we continue reading from where we left off, we see that there are two types of traps. These refer to when the goblins or the Party choose to weaponize the environment, in hopes of achieving a goal that would be much more difficult without doing so. In Dungeons & Dragons these traps can be either Mechanical or Magical in nature.
A Mechanical Trap refers to using the mundane to injure, incapacitate, or even kill a target. These types of traps often rely on physics an engineering to activate them and to serve their purpose. Some mechanical traps include tripwires, caltrops, pitfalls, and anything else that would rely on physics or a mechanism to operate. Magic Traps rely on the mysterious power of magic to create and operate them. These traps are often very intuitive, very simple, and operate with deadly efficiency. The Dungeon Masterâs Guide divides Magic Traps into two groups, Magic Device Traps, and Spell Traps. Magic Device Traps are similar to Mechanical traps because they require a trigger of sorts to activate and operate them. Spell Traps are spells that are used to create traps that donât use a switch or pressure plate to operate. An empty room in a castle with an enchantment that puts all of its inhabitants into a deep sleep is a good example of a spell trap.
When you are a Player Character, traps can be useful tools for gaining an advantage in any situation. Often times Rogues and Rangers will have useful skills in building and setting traps. They can be used to find food in the wild, or separate large groups of enemies in dungeons. They can also be used to slow down powerful enemies, or used to weaken them in other ways. Swinging swords and casting spells is obviously a very fun aspect of playing the game, but a clever party member can build a pit trap as effective as any strong grapple, or hold person spell.
As a Dungeon Master, traps can be an efficient and entertaining way to keep your players engaged and on their toes. They remind your players that while there may not be any monsters in the room, they are still on a perilous Quest and should be alert at all times. Well placed traps can be used to guide adventuring parties in a preferred direction, and as always, when a Player or Party successfully overcomes or disarms a trap, it can be a very fruitful and rewarding experience.
Thanks for reading.
      D&D Allstars















