Traps were a pain in the ass, but discovering them is routinely trivial at high levels. So they are too easily "avoided". If you want to keep the trap "discoverable", one "fix" might be to NOT describe the trap in game terms at all. The PCs will discover something, but have to spend time actually investigating it to discover how to disable/avoid it. In that period of time the DM can still spring the encounter.
Traps should probably not be a lone encounter situation. That way is simply too easy. They should be mixed in with an occurring encounter.
@Frylock does frequent these boards on occassion. I hope he drops by and comments on it. He did spend an inordinate amount of time trying to kill our characters with his system, and it was quite fun.
So it seems I will only use traps to enhance encounters. In the material it seems to indicate that the DC's for finding the traps were increased? Is that true, and if so, by how much. That wasn't clear to me.
 
				 
 
		 
 
		 Personal preference is always a factor in how you play the game, so some of what I've written may simply not be to one's liking, and should therefore be dsicarded. Also, my system, at it's heart, is a system designed to more realistically tell certain types of stories (i.e., dungeon crawls, wilderness treks, single-night castle infiltrations) that don't allow for less than 10 encounters between extended rests. Not all stories are written that way, and those stories are as legitimate as any, so my system isn't always appropriate. In other words, the dungeon crawl systems (and its various components) aren't intended to replace the "standard system," but are instead a few more tools for your toolbox. Though these tools are balanced against each other, the game is meant to be adjusted on the fly to account for different play styles and varying levels of character and DM optimization. It shouldn't be difficult to take what you like and discard the rest. The only part I defend as objectively good is my approach to traps (though even that is not absolute). I won't listen to any arguments otherwise.
 Personal preference is always a factor in how you play the game, so some of what I've written may simply not be to one's liking, and should therefore be dsicarded. Also, my system, at it's heart, is a system designed to more realistically tell certain types of stories (i.e., dungeon crawls, wilderness treks, single-night castle infiltrations) that don't allow for less than 10 encounters between extended rests. Not all stories are written that way, and those stories are as legitimate as any, so my system isn't always appropriate. In other words, the dungeon crawl systems (and its various components) aren't intended to replace the "standard system," but are instead a few more tools for your toolbox. Though these tools are balanced against each other, the game is meant to be adjusted on the fly to account for different play styles and varying levels of character and DM optimization. It shouldn't be difficult to take what you like and discard the rest. The only part I defend as objectively good is my approach to traps (though even that is not absolute). I won't listen to any arguments otherwise.  
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		