BryonD said:
Or put another way , in 4E traps are not Traps. In 4E traps are terrain features. I like everything else they said, but this part seems silly to plain stupid to me. And what is worse is, if you look at other parts of 4E the solution seems obvious. Let traps make an attack roll against the character's Perception. Now you acheive the goal of assumed constant searching but retain the uncertainty that is essential to the concept of a trap.
Actually, if the trap is a static DC to detect, stepping on it could trigger it. That doesn't mean it does damage.
In
Iron Heroes (which Mike Mearls designed), traps were a type of zone - a catch-all term for handling terrain effects, environmental conditions, and things that might be triggered, either deliberately or as a trap. Many "zones" had attack bonuses. They worked like the one from
Secrets of Xen'drik that Rechan posted on the first page.
In other words, even if you don't see it, it's not auto-hit. So, even if the rogue sees it, the party might still have to cross the square to disarm it. Or maybe the fighter wades in and tries to block it.
For example, a fighter in full plate and carrying a shield might have dealt differently with the spiked needle trap at the beginning of
Raiders than Indy did. His response was that of a typical rogue: use your brains and dexterity to avoid triggering it.
To my way of thinking, truly disarming a trap ought to be tough - REALLY tough. It should be a puzzle for the party to solve. Where's the trigger? How does it work?
Bypassing traps is, in my opinion, far more interesting than disabling them completely. The second should only be possible under certain conditions. And in those conditions, the trap IS the encounter - like the ones in
Indiana Jones and the Last Crusade. Another good example of traps of that kind are the various booby traps encountered by the kids in
Goonies.