experienced Dungeons & Dragons players - by surprise. Over time, many DMs likely find it challenging to lure their party into traps.
Traps are practically a staple of any D&D experience. They pose challenges to players that involve more critical thinking than a standard combat encounter would, and can be tailored to fit the specific skills of various of the party. Finding creative solutions to traps is part of the fun of Dungeons & Dragons, and catching people by surprise can oftentimes be as fun for the DM as solving a trap or puzzle can be for the party.
The best kind of Dungeons & Dragons trap is one that subverts expectations. Players are likely to suspect that an empty room might hold a pressure plate or a tripwire, just as they might suspect that a suspicious chest is actually a mimic. So instead, DMs can get creative by providing players with traps that are just too obvious - something that seems straightforward but is solved in ways that players wouldn't think of right away.
Best D&D Traps: Bear Trap
The bear trap seems straightforward at first glance given how obvious the setup is. The Dungeons & Dragons party should encounter a normal-looking bear trap blocking a hallway or corridor. However, when it is disarmed, a chute in the ceiling opens up and a large bear is dropped on top of the party. This makes for a clever play on an otherwise very simple trap, as many players might not think to further examine the bear trap before simply disarming it and trying to move along.
Best D&D Traps: Wall Of Fire
The illusionary wall of fire trap involves a wall of flames situated in the middle of a room or hallway to impede progress. With perception rolls, Dungeons & Dragons players can be informed that the fire doesn't seem to give off any heat or smoke. If they cast detect magic can sense the presence of an illusion - and, in many cases, players will then try to walk right through. The trick is that the illusion magic is masking the heat and smoke of the very real fire. As this D&D trap can be easily solved by players throwing something through the fire, it can be a fun way to remind them not to overthink things.
Using these ideas is a way for DMs to make D&D players think outside the box and consider their actions before they make any decisions, and seeing player reactions can add a bit more fun into what otherwise might be a standard run through a dungeon. DMs should try to approach making traps by thinking of how they can throw a curveball to their players by subverting the standards of typical obstacles and pitfalls found in Dungeons & Dragons campaigns.