Triggers
All traps have triggers, and if they go off, you’ll take maximum damage, identified on the trap. So T20 means “if you trigger this trap, take 20 damage immediately”.
Some traps have additional effects that are triggered if the trap is …triggered.
Avoiding
Traps can be avoided by simply rolling, and often times having a specific item will improve your chances.
Different traps will have different conditions, like rolling within a specific range, or rolling an odd number.
Successfully avoiding traps means they are still there if you pass through this room again.
Permanent solutions
Some traps can be permanently disarmed, yielding additional benefits, and preventing you from having to deal with them again (even after Reincarnation)
Disarming
Traps may be able to be completely disarmed. The will have a number of Mechanisms, eg M3.
To disarm a trap:
- Roll multiple Battle Rolls
- If you are first to get wins equal to the number of mechanisms
M, you are successful in permanently disarming it. - If the trap gets that number of wins first, it triggers.
Smashing
Risky, but doable.
- If you win, and the difference is greater than 10, you’ve smashed it. Otherwise, no effect. If you had a sharp weapon, it’s now dulled.
- If the trap won, the trap triggers. If the difference is greater than 10, take double damage.