EricNoah said:Finally, does a procedure like this essentially nullify the fun of traps in a dungeon?
No. It can increase the fun of traps because it can jump you past the tedious part to the fun "I've found a trap: Now what is it & what do I do about it" part...or the equally (if not more) fun "you've just sprung a trap" part.
CharlesRyan said:That said, any player who routinely reduces his character's actions down to "that rogue s***" (as a player of rogues, I hate it when people call me a thief) is begging to be taken by an encounter or trap that unfolds in an unexpected manner. Adventures are adventurous because they aren't routine; when players slip into that sort of routine behaviour, I think it's time to shake things up a bit.
Yes!
lukelightning said:Otherwise it is entirely a judgment call of the player whether or not to search for a trap; but wouldn't an experienced rogue know far more about when and where to expect traps than any of us?
Sure. But an experienced fighter would know when to Power Attack & when not to better than any of us. Or when to shield bash.† That doesn't make it any less fun to make those decisions as players, though. We just differ in what we each find fun to decide as a player & what we'd rather leave up to mechanics.
†Of course, the analogy breaks down because when to do these things in the game may have nothing to do with when to do them in real life. As players of the game with access to the rules, we do know better than the experienced fighter when best to choose these options in the game. On the other hand, though, we also tend to have a pretty good idea of when & where to search for traps when playing the game.