Traps were fabulous in previous editions. You spring the trap, it takes half of your HP and now you are a drag on party resources. Or you have to go back to town to heal up.
Now...you spring the trap....you take 10 HP and then you whistle a tune* until you get your HP back.
If the trap doesn't make you take the long way round, or you have to use up some valuable resource to deal with it or it doesn't split the party...it's the equivalent of the random encounter that just kills time.**
Most of my comment is hyperbole and at this point i'm not sure i have a point at all.
But think of all the times "because magic" was the answer.....mage hand is just that moments "because magic".
Almost all of my players have been measurably smarter than me so i would never waste time trying to "trick" them with a riddle or a trap. I have found that you have to gear parts of your encounter building to match wits with the players (not their PCs) and that typically means exploiting something they're not that great at dealing with.
So short story long.....is it that the spell is wrong for the encounter, or is it that the encounter needs to be adjusted for the spell?***
*short rest or one of the 150 healing potions you have in your bag of holding that you bought during an 8 hour shopping episode last time you were in town.
**It's possible i'm not using random encounters right.
***I'm sure you are a great DM, we all are. Except that one buy back in middle school....you know who you are!!!
