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Guidance covers how to run traps at the table, including passive Perception, player decision flow, adjudication principles, and examples such as bear trap, crossbow trap, and falling gate.",{"@graph":14,"@context":73},[15,34,56],{"@type":16,"itemListElement":17},"BreadcrumbList",[18,23,27,31],{"item":19,"name":20,"@type":21,"position":22},"https://docshare.wps.com","Home","ListItem",1,{"item":24,"name":25,"@type":21,"position":26},"https://docshare.wps.com/document/","Document",2,{"item":28,"name":29,"@type":21,"position":30},"https://docshare.wps.com/document/comic/","Comic",3,{"item":32,"name":10,"@type":21,"position":33},"https://docshare.wps.com/document/unearthed-arcana-traps-revisited-playtest-material/509712/",4,{"url":32,"name":10,"@type":35,"image":36,"author":41,"headline":10,"publisher":44,"fileFormat":47,"inLanguage":8,"description":12,"dateModified":48,"datePublished":49,"encodingFormat":47,"isAccessibleForFree":50,"interactionStatistic":51},"DigitalDocument",{"url":37,"@type":38,"width":39,"height":40},"https://docshare.wps.com/thumbnails/unearthed-arcana-traps-revisited-playtest-material/509712.png","ImageObject",300,407,{"name":42,"@type":43},"OmBimo","Person",{"url":19,"name":45,"@type":46},"DocShare","Organization","application/pdf","2026-10-17","2026-10-05",true,{"@type":52,"interactionType":53,"userInteractionCount":55},"InteractionCounter",{"@type":54},"ViewAction",11,{"@type":57,"mainEntity":58},"FAQPage",[59,65,69],{"name":60,"@type":61,"acceptedAnswer":62},"What is the purpose of this material?","Question",{"text":63,"@type":64},"It is playtest material meant to support campaigns and inspire new ideas, while not being part of the official game content or permitted in D&D Adventurers League events.","Answer",{"name":66,"@type":61,"acceptedAnswer":67},"How are simple traps structured in these rules?",{"text":68,"@type":64},"Simple traps are defined by three elements: a trigger, an effect after triggering, and countermeasures that can detect or disable the trap, along with an assigned level and overall threat label.",{"name":70,"@type":61,"acceptedAnswer":71},"How does the document advise running simple traps during play?",{"text":72,"@type":64},"Track characters’ passive Perception scores, apply the trap’s effects when it triggers based on players’ intended actions, and when players attempt to disable a trap, require specific descriptions rather than vague check statements. As a default, overcoming a simple trap gives no experience point reward.","https://schema.org",{"og:url":32,"og:type":75,"og:title":10,"og:site_name":45,"og:description":12},"article",{"robots":77,"canonical":32},"index,follow",{"doc_id":79,"site_id":7},509712,1791346871,{"code":4,"msg":82,"data":83},"success",[84,88,92,96,100,105,110,115,120,123,127],{"id":22,"doc_module":4,"doc_module_name":25,"category_name":85,"show_sort_weight":86,"slug":87},"Story & Novel",90,"story-novel",{"id":26,"doc_module":4,"doc_module_name":25,"category_name":89,"show_sort_weight":90,"slug":91},"Literature",80,"literature",{"id":33,"doc_module":4,"doc_module_name":25,"category_name":93,"show_sort_weight":94,"slug":95},"Exam",70,"exam",{"id":97,"doc_module":4,"doc_module_name":25,"category_name":29,"show_sort_weight":98,"slug":99},5,60,"comic",{"id":101,"doc_module":4,"doc_module_name":25,"category_name":102,"show_sort_weight":103,"slug":104},6,"Technology",50,"technology",{"id":106,"doc_module":4,"doc_module_name":25,"category_name":107,"show_sort_weight":108,"slug":109},7,"Healthcare",40,"healthcare",{"id":111,"doc_module":4,"doc_module_name":25,"category_name":112,"show_sort_weight":113,"slug":114},8,"Research & Report",30,"research-report",{"id":116,"doc_module":4,"doc_module_name":25,"category_name":117,"show_sort_weight":118,"slug":119},9,"Religion & Spirituality",20,"religion-spirituality",{"id":118,"doc_module":4,"doc_module_name":25,"category_name":121,"show_sort_weight":118,"slug":122},"World Cup","world-cup",{"id":124,"doc_module":4,"doc_module_name":25,"category_name":125,"show_sort_weight":124,"slug":126},10,"Lifestyle","lifestyle",{"id":128,"doc_module":4,"doc_module_name":25,"category_name":129,"show_sort_weight":97,"slug":130},19,"General","general",{"code":4,"msg":82,"data":132},{"doc_id":79,"user_id":133,"nickname":42,"user_avatar":134,"doc_module":4,"category_id":97,"category_name":29,"doc_title":10,"doc_description":12,"doc_content":135,"file_id":136,"file_url":137,"file_type":138,"file_size":139,"view_count":55,"is_deleted":4,"is_public":22,"is_downloadable":22,"audit_status":22,"page_count":140,"language":141,"language_code":8,"site_id":7,"html_lang":8,"table_of_contents":142,"faqs":143,"seo_title":144,"seo_description":12,"update_tm":145,"read_time":97},962090893581,"https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c","Unearthed Arcana: Traps Revisited  \nThis Is Playtest Material  \nThe material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.  \nIf we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.  \nThe rules for traps in the Dungeon Master’s Guide provide the basic information you need to manage traps at the game table. The material here builds on the DMG rules and provides more guidance on creating traps of your own.  \nRather than focus on traps as mechanical or magical, these rules separate traps into two categories: simple traps and complex traps.  \nSimple Traps  \nA simple trap activates and is then harmless. A hidden pit dug at the entrance of a goblin lair, a poison needle that pops from a lock, and acrossbow rigged to fire when an intruder stepson a pressure plate are all simple traps.  \nDescribing a Simple Trap  \nSimple traps require three elements to function: a trigger, an effect they have once triggered, and the measures that can defeat them. In addition, atrap is given a level and an overall description of the threat it poses.  \nLevel and Threat. A trap’s level is expressed as a range of levels to give you an idea of its relative strength (levels 1–4, 5–10, 11–16, and 17–20) . It is then labeled as a moderate, dangerous, or deadly threat. The trap’s label tells you how powerful the trap is compared to others of its level range.  \nTrigger. A simple trap has a trigger that describes what causes the trap to activate. The trigger’s description includes its location and the action that causes it to activate.  \nEffect. A trap’s effect describes what happens when its trigger activates. The trap might fire adart, unleash a cloud of poison gas, cause a hidden point to open, and so on. The effect specifies who the trap targets, its attack bonus or  \nsaving throw DC, and what happens on a hit or failed saving throw.  \nCountermeasures. A trap can be defeated in a variety of ways. This section of a trap’s description details the checks or spells that can detect and disable it. It also specifies what happens, if anything, on a failed attempt to disable it.  \nRunning a Simple Trap  \nWhen managing a simple trap in play, start by making note of the characters’ passive Perception scores. Most traps allow Wisdom (Perception) checks to detect their triggers or other elements that can tip off their presence. If you stop to ask for checks, the players might suspect a hidden danger.  \nWhen a trap triggers, apply its effects as specified in its description. Be sure of the players’ intended actions before a trap activates so that it springs into action based on what the players want to do, rather than a course of action they’re arguing about or merely considering.  \nIf the players discover a trap, be open to adjudicating their ideas for defeating it. The trap’s description is a starting point for countermeasures, rather than a complete definition.  \nThe players should be specific in how they want to defeat the trap. Simply stating the desire to make a check isn’t enough. Ask the players where their characters are positioned and what they intend to do to defeat the trap. A player can’t just say,“I use thieves’ tools to disable it.”That’s too murky. The player instead should describe something like,“I use my thieves’ tools to examine the lock and attempt to disable the poison needle inside it.” The last thing you want is confusion over where the characters are located if a trap activates.  \nAs a default, overcoming a simple trap offers no experience point reward. If the characters uncover the trap and avoid or disable it, their reward is dodging a threatening element of the dungeon. If they stumble into it, they must cope with the conseque","cbCairJPm9Waq3A8","https://ap.wps.com/l/cbCairJPm9Waq3A8","pdf",216519,13,"English","# Playtest Material\n# Simple Traps\n## Describing a Simple Trap\n## Running a Simple Trap\n# Example Simple Traps\n## Bear Trap\n## Crossbow Trap\n## Falling Gate","[{\"question\":\"What is the purpose of this material?\",\"answer\":\"It is playtest material meant to support campaigns and inspire new ideas, while not being part of the official game content or permitted in D\\u0026D Adventurers League events.\"},{\"question\":\"How are simple traps structured in these rules?\",\"answer\":\"Simple traps are defined by three elements: a trigger, an effect after triggering, and countermeasures that can detect or disable the trap, along with an assigned level and overall threat label.\"},{\"question\":\"How does the document advise running simple traps during play?\",\"answer\":\"Track characters’ passive Perception scores, apply the trap’s effects when it triggers based on players’ intended actions, and when players attempt to disable a trap, require specific descriptions rather than vague check statements. As a default, overcoming a simple trap gives no experience point reward.\"}]","Unearthed Arcana: Traps Revisited - Playtest Material | PDF",1791237051]