Bill Zebub
“It’s probably Matt Mercer’s fault.”
I hope you'll indulge me quoting from the other thread. No, I agree with your broader understanding of tells. But it's the same issue for me--that just wouldn't always happen, and if I always had a clue it would start to feel less immersive and more like a puzzle game.
I get what you mean about a "puzzle game". Or....a detective/murder mystery game, which is a particular flavor of RPG that bores me to tears. Which is one reason I typically go pretty light on "hard to find, easy to avoid" traps and prefer "easy to find, hard to avoid" types. E.g., you look down a corridor and you know it's trapped (skeletons with steel bolts in their skulls, maybe), so how do you get down it?
At the same time, I have come to find dice rolling for traps (and secret doors) to be "board gamey." Whether it's "Ok, I need a Perception roll from everybody" or "I search for traps"/"Ok, make a Find Traps roll", I just don't find a reduction of the story down to a single roll with a binary outcome to be very interesting or engaging. YMMV.