5th Edition Trap XP?

4th Edition

RPG Superstar 2012 Top 32


Do PCs get XP for traps? If so, where does it list the CR or XP rewards for different types of traps?

What about hazards and other non-combat XP rewards?


I dont think there is an XP reward for traps, at least nothing in the written rules.

I'd probably calculate CR like a monster with its offensive CR from its attack bonus or save DC as you would for a monster and its defensive CR with the disabling or spotting DC (whichever is higher) as the Armor class and its HP as 1 (since you only need to succeed on one check usually) and make that the XP reward. Maybe half the XP number if that seems to much for a single trap. (I am too close to going to bed to calculate some tests right now)

I'm away from book, but I belive you award xp for trap based on their deadliness. If I remember well, DMG has a table to determine the deadliness of a trap based on damage dealt. Then I assume that you allow xp as if they overcome an easy/medium/hard/deadly challeng for their appropriate level.

Again, I'm AFB and I'm writing this answer from Memory, which is not often the best ressources that I have

RPG Superstar 2012 Top 32

I saw that table about deadliness. I didn't see CR associated with that table, but that doesn't mean it's not there. :-P

I don't recall seing any CR either, but someone could extrapolate that a trap that is considered a hard challenge for four level 5 characters grant as much xp to be equal 4x the xp a hard encounter would grant to a 5th level character. That would be my best guess on how giving xp for bypassing/removing a trap.

RPG Superstar 2012 Top 32

Yeah, I was thinking of basing the CR and XP based on what was challenging the level of the party.

Here's a couple Traps I calculated with their monster CR based on how I layed it out earlier.

Spot DC 10
Disable DC 15 (Effective AC 15)

Save DC 15
Damage 22

Offensive CR 4, Defensive CR 1,
Total CR 2 (450 XP)

Spot DC 10
Disable DC 15 (Effective AC 15)

Save DC 10
Damage 0 (restrains and knocks prone, so raise effective Damage by 2 CR steps)

Offensive CR 1/8, Defensive CR 1,
Total CR 1/4 (50 XP)

Spot DC 15
Disable DC 13 (Effective AC 15)

Save DC 13
Damage 22

Offensive CR 3, Defensive CR 1,
Total CR 2 (450 XP)


Simple Pit (10 ft)
Spot DC 10
Disable n/a (Effective AC 10)

Save DC n/a (only count damage for offensive CR)
Damage 7

Offensive CR 1/2, Defensive CR 0,
Total CR 1/8 (25 XP)

Hidden Pit (20 ft.)
Spot DC 15
Investigation DC 15
Disable n/a (Effective AC 15)

Save DC n/a (only count damage for offensive CR)
Damage 14

Offensive CR 1, Defensive CR 1,
Total CR 1 (200 XP)

RPG Superstar 2012 Top 32


I'm calculating the XP for the introduction to my steampunk campaign, and it looks like there will be 6 "level-appropriate" encounters to get them from level 1 to level 2, and 8 "level-appropriate" encounters to get from level 2 to level 3.

There will be 6 PCs:

Aasimar brontomancer (homebrew thunder mage) wizard
Halfling Urchin Trickery domain cleric
Human (?) Archfey Pact warlock
Human (?) Sage Knowledge cleric 1/3pp Shadowmage X
Human (?) Sky Pirate (homebrew background) Swashbuckler rogue
(Wood?) Elf Path of the 4 Elements monk

DMG p261

Basically, for noncombat encounters involving "significant risk" you can base it on estimated challenge compared to a combat encounter.

RPG Superstar 2012 Top 32

Thanks! :-D

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