K. So I got around to this a lot sooner than I thought.
Traps in D&D have the following information normally.
Type - Tends to be Mechanical or Magical
Disarm Difficulty - How hard it is to disarm the trap.
Search Difficulty - How hard it is to detect that a trap is present.
Damage - Amount of damage dealt. We could recycle the same dice formula stuff for this as we use with spells.
Type of Damage - Spike, Pit, Arrow, Spear, spiked pit, etc.
If it's a pit trap or the like, it generally has a depth which only adds to the damage that individual trap does.
If it's a magic trap, it tracks the spell that the trap casts
For our purposes, we'll need to also keep track of the following.
Some form of ID - so that traps aren't exclusive the the obj/room they're made for and there's some form of reusability.
Triggers - What makes the trap fire.
Flags - I dunno, It has these currently, maybe we don't need them?
Things that should be trappable:
Rooms, Objects, Doors/Exits
Rooms you could apply things like pits in the floor, arrows shooting from the walls, etc.
Objects could be locked and they shoot a fireball out when you try and unlock them, etc.
Doors/Exits could be locked, or the trap could fire when the door is opened or closed, etc.
We'll need a command to create, and set values on the traps, and the ability to either apply the traps to things with this command, or additions to oset/redit for applying traps to things.
And I think that's enough outta me for now.