BryonD said:
You sound like you think you are contradicting me, but I don't see where you are.
I didn't say anything about damage. It seemed an obvious assumption that the topic was about detection. If the trap's roll beat the character's perception then the trap goes unnoticed an play proceeds from there, just as if a rogue failed a Search check in 3X. Resolving the effect of the trap would be completely separate. It may even be that the trap "wins" the check, but then is blindly bypassed by the none-the-wiser party. Or they set it off and it misses. Or they get zapped. Or something else.
I don't see why the trap needs to "roll" its stealth check. It's not moving, it's well concealed, it's in no danger, and it's in no hurry. In effect, it's "taking 10" - which means a static DC.
So I am disagreeing with you. You think traps aren't terrain features. However, that is PRECISELY what they are. However, there's no reason that has to mean that they're boring. Because it doesn't have to be a question of making the trap "easy to find" and therefore a non-event versus making it "hard to find," and therefore auto-damage.
I'd rather it goes more like "you might trigger the trap, and you might not." But whether or not it triggers, that's where the fun
starts. If it's triggered, you can try to avoid its effects, disable it, or destroy it. If you find it before it triggers, you now have to figure out how to disable it, destroy it, or pass it without triggering it.
Both of those situations are compelling. And they have nothing to do with how hard the trap is to find. They're different kinds of challenges, certainly, but they're both, IMO, valid uses for traps.
That's in sharp contrast to the pit trap you don't see until you fall into it. That's, IMO, a crappy trap.