Three thoughts on the traps thing.....
1) I do not have the scout class on hand, but I had been told that it was able to search for and remove traps like a rogue. If the ranger "killed the scout and took his stuff" then it's possible he has that ability too.
2) However most traps were implied to be meant to function as part of a larger encounter. So rather then just the whirling blade that springs out of the wall we may be meant to have the whilrling blade at the same time as a group of bugbear archers pelt the party with arrows from the rafters....so the players have to deal with both at the same time. This would imply less emphasis on searching and removing and more emphasis on just dealing with the trap itself.
3) This is partially just speculation on my part, but I get the sense that healing in between encounters will be much easier to do and use up less resources then previous editions. This will make attrition typet traps where you just take some damage but are never seriously threatened with death even more pointless.
1) I do not have the scout class on hand, but I had been told that it was able to search for and remove traps like a rogue. If the ranger "killed the scout and took his stuff" then it's possible he has that ability too.
2) However most traps were implied to be meant to function as part of a larger encounter. So rather then just the whirling blade that springs out of the wall we may be meant to have the whilrling blade at the same time as a group of bugbear archers pelt the party with arrows from the rafters....so the players have to deal with both at the same time. This would imply less emphasis on searching and removing and more emphasis on just dealing with the trap itself.
3) This is partially just speculation on my part, but I get the sense that healing in between encounters will be much easier to do and use up less resources then previous editions. This will make attrition typet traps where you just take some damage but are never seriously threatened with death even more pointless.