First question: how and why do you-as-player know there's a trap there when your PC doesn't?
I never answered this: I hadn't really thought about it, but maybe it's because I've DM'd that adventure? Or the DM slipped up with his layering in our VTT? Or I noticed that every square with a Fibonacci number is trapped but my 7 Int barbarian wouldn't know that? Does it matter?
But that got me thinking. Let's say it's the math answer: I, the player, have realized there's a pattern to the traps, and with two squares to choose from, I'm pretty sure one is trapped, but my thick-skulled barbarian probably wouldn't know that. How does one handle it? (Note: I really don't want to make this about which option is "true roleplaying" I just think it's interesting to discuss how different people would do it.)
Here are some options I can think of:
- Act on it or announce it because...why not? What's the problem here? 7 Int isn't a vegetable, and sometimes not-bright people have flashes of insight.
- Say nothing and let the rest of the party decide what to do.
- Let the dice decide for you with an ability check
- Choose the correct path, but give a roleplaying reason, e.g. mysterious sixth sense for traps, "damn the torpedoes", etc. (Note: this doesn't necessarily mean you are deceiving the rest of the table; they may be ok with this style of play.)
- Intentionally make the wrong choice
What else?
Oh, and the follow-up question is: let's say the player is right and there
is a trap on square 55...or at least the DM has previously decided there is one there...but the DM has their own ideas about how this should unfold. Is it ok to change the location of the trap after the player has made their decision? With or without saying anything aloud?