Do you use traps?
I use traps when they are fun puzzles rather than just a tax on hit points.
Actually, the temple sequence that ends in the giant rolling boulder has no such thing for most of the traps. Indy just appears to be extraordinarily suspicious of... everything. The first trap is a ray of sunlight, and it's previous victim is only visible after it is triggered. The next is a hidden pressure plate, again with no victim or odd decorations.Yay, with the caveat that they need to be properly foreshadowed so players have a chance to respond to them. Notice how, in Indiana Jones, Indy usually sees the skeleton of some poor sap who got screwed over by the trap, or else the traps are clearly telegraphed by decorated tiles, or a pedestal that screams “something’s gonna happen if you pick up this idol.”
Also, traps need to give the players a split second to react. It should never just be “You stepped on a pressure plate, make a Dexterity save or take 5 damage.” It should be, “You feel the tile of the floor sink slightly beneath your weight and hear the click as some unknown mechanism settles into place. What do you do?” Then, based on what they do, maybe give advantage or disadvantage on the save.
K, I misremembered the scene, but my point still stands.Actually, the temple sequence that ends in the giant rolling boulder has no such thing for most of the traps. Indy just appears to be extraordinarily suspicious of... everything. The first trap is a ray of sunlight, and it's previous victim is only visible after it is triggered. The next is a hidden pressure plate, again with no victim or odd decorations.
Even the pedestal gives no clue as to what is actually going to happen - Indy is just paranoid enough to expect a problem.
OR
He researched the complex beforehand and knew exactly where each trap was.
It's hard to say which.
Umm... What the trap actually did had nothing to do with the rest of my point. Imagine it did 500 damage if you like, or 1d4+1 and made a noise like you said, whatever. The point is, you should give your players that “oh naughty word” moment to take a reaction instead of just going immediately into the results.Traps should never deal 5 damage and have no other effect, period. It's not enough to kill anyone outright, it's not enough to knock out most characters, and even the few people that have 5 hitpoints are likely to survive it (even if they're on their own!), so unless the denizens regularly patrol their traps, it's not going to be useful at all.
If you have a damage dealing trap, either make it actually deadly (and telegraph it if you are unwilling to kill characters), or give it secondary effects (like a loud noise that prompts denizens to take action).
Don't have a trap that is "cross off hitpoints and continue like nothing happens".

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.