Grog said:See, I would call that an extremely badly designed adventure. Open a door and you have an 80% chance of dying on the spot? Most people I've played D&D with over the years would react extremely badly to something like that. I know I would if I was playing in that game. I wouldn't feel scared, I'd just feel pissed off that the DM (or the adventure writer) put such an obvious "screw the player" situation into the adventure.
That is meta-game anger. I always find the game more enjoyable when I don't concern myself with the adventure author, but concern myself with actors in the adventure. If I was Bob the Fighter invading the crypts of the lich-lord, I would be surprised not to find some sort of death traps around. It's more fun for me to imagine that I'm Bob the Fighter, than for me to imagine that I'm Schmoe, Adventure Critic/Player of Bob.
(All this is assuming, of course, that I didn't have some kind of clue that opening this particular door would lead to disastrous consequences. If I did have a clue to that effect and just ignored it, that's my decision and I'm willing to accept the consequences. But spring something like that on me out of nowhere and I'm probably not going to play in your game again (or if it's a published adventure, I'm definitely not going to play another one by that particular author). YMMV, of course).
Sure. There's a big difference between a Symbol of Death on the door to the lich-lord's hidden sanctuary, and a Symbol of Death on the back of the outhouse door at Mad Murdy's. But even in the very brief example I gave above, there are plenty of reasons for the PCs to take precautions against something like a Symbol of Death. Like you, if I chose not to heed those reasons, I would be willing to accept the consequences.