robberbaron said:
Yeah, I know what you mean. One of our DMs made players roleplay diplomacy, not just for flavour either. Fail to make a good enough argument and it didn't matter what you rolled.
When I DM I shoot for something in the middle. I'd try to make each trap a little different and even interesting but after a while it gets boring for me, having to think up another description of how a thief bypasses another trap. Stopped me putting traps in for a while.
...if your first complain was sarcasm, it's fallen on deaf ears. I hate it when DMs do that. The player playing a fighter doesn't know how to weild a +5 Vorpal Greatsword. The player playing the bard shouldn't need to be able to cite Shakespear (sp?).
When I DM, I go for something along the lines of, "A disturbance in the dust; there's a sensation of warmth, a tangible *feeling* of magical energy... You're reasonably certain the door is protected by a Fire Trap."
Then, for disarming, "Carefully, with your tools, you wear away at the wood of the door, being careful not to deface the unseen sigil - then, you pop the whole sigil out of the wood at once, negating the trap." That's a pretty definitive success, mind. A much vaguer, "with a little vinegar, you deface the sigil, preventing the trap from detonating" sees much more use - and a lot more Paladins and Barbarians going through the trap first.
But I agree - "do you cut the red wire, or the blue wire" should be - "neither; I roll disable device". When I have a trap that Disable Device can't get by - "mystically sealed" doors, riddle traps, Encounter Traps (from Dungeonscape), they're clearly labeled as such, and Disable Device often gives added tips or suggestions for overcoming the challenge.