Avoiding the passive perception trap.

The answer, Stoat, for me would be, having them automatically notice the traps all the time would be no fun. Sure, random damage out of nowhere isn't so much fun either, but, once in a while, it doesn't really hurt anything and it keeps people on their toes.

You're basically working between two extremes. The middle path is probably more fun for everyone.
 

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The answer, Stoat, for me would be, having them automatically notice the traps all the time would be no fun. Sure, random damage out of nowhere isn't so much fun either, but, once in a while, it doesn't really hurt anything and it keeps people on their toes.

You're basically working between two extremes. The middle path is probably more fun for everyone.

Generally speaking, I agree. However some of the responses to the OP seem to take an opposite tack.

I think I prefer a situation where the passive check gives the PC an idea that a trap is present, and a better than passive check gives them an idea of how to avoid the trap. That way, the players know that danger lurks nearby, but have to take some action to avoid it.
 

Generally speaking, I agree. However some of the responses to the OP seem to take an opposite tack.

I think I prefer a situation where the passive check gives the PC an idea that a trap is present, and a better than passive check gives them an idea of how to avoid the trap. That way, the players know that danger lurks nearby, but have to take some action to avoid it.

I prefer the perception giving them useful information and letting them figure out how to deal with the trap.

Example

Basic success: The chest lid is trapped.

Good success: The chest lid is trapped, it looks like the glass vial you can barely make out inside will break releasing its green gasesous contents.

Not: The chest lid is trapped, to avoid being hit by the trap open it from range.
 

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