![]() ![]() Notice that the examples given in the guidelines are large achievements - a tense political negotiation, establishing a trade treaty, navigating the pitfalls of an entire location - not little things like dealing with a spring-loaded spear trap. 261) can be used to have traps give XP in your campaign, but I won't recommend doing it per-trap as you may be used to different D&D games doing it. The very loose guidelines for giving experience for non-combat challenges (DMG p. You can give XP for non-combat challenges at your discretion Fifth edition's design including traps with that role makes them a core component of what 5e calls its Exploration pillar they are obstacles to deal with creatively and with player agency to choose, just like any other obstacle the players discover (including monsters, which players are not required to always deal with using violence!). The role of traps in those older editions is as an element of environment to be explored and dealt with using thought and available resources. And, with the 5e designers explicitly saying that they draw inspiration for the game from older editions than 3e, the role of traps in 5e matching the role of traps in AD&D and earlier is no coincidence. With those two most-recent editions very obvious to the 5th edition designers, the fact that it lacks XP rewards can only be deliberate, not an oversight. (Second edition does optionally give rogues XP for using their special abilities, which happens to include disabling traps, but that's not an example of making traps give encounter XP any more than the rest of the optional per-class XP rewards - like researching a spell - are.) Besides, only two editions out of (a conservative count of) seven give encounter XP for traps: 3rd and 4th. Those are different games with different designs. ![]() It also encourages making them non-optional, when the most interesting way of dealing with a trap is often to creatively circumvent it rather than simply disarm it with a skill check. Making traps grant XP can easily result in them becoming dull "roll to farm some XP" non-encounters. Disarming or cleverly circumventing a trap is its own reward - you get to access whatever it was guarding - just like not being swept away by the river at the bottom of a cliff or reaching your destination across the desert is its own reward. D&D 5e doesn't grant XP for dealing with traps, any more than it grants XP for "defeating" other environmental hazards like not falling into a lava pit or off a cliff, or not dying of thirst while crossing a desert. My methods are a bit different but it allows for non combat encounters as they gain levels once they reach certain narrative or event milestones. Me? I've worked them into my encounters and they are, thus, part of the ending XP I award them for each milestone since I'm not awarding them EXP per creature killed. I believe it's up to the DM to decide the weight of getting past certain traps. They purposely give no direct guideline for it however. That seems non existent in 5E save for the brief section about Non-Combat Encounters. ![]() That's sort of an unorthodox way of doing it however.ĤE gave you non combat encounters like traps and skill challenges that awarded EXP. If you really wanted to find a way to apply a CR to them and thus, EXP to them, you could take the numbers from that chart and cross reference them to the encounter building charts on page 82 to come up with a CR by damage output perhaps. On page 121 of the DMG there are two charts to tell you the DC's and Damage by Severity level. ![]()
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