DaveyJones
Explorer
delericho said:The problem with encounters with traps as they are now is that the type of trap is utterly meaningless. It could be a poisoned needle, a scything blade, or the most cunning death trap in existence, but it makes no difference. Either the Rogue rolls two d20s, one to find and the other to disarm the trap, or someone gets hit with the trap. Apply the effects, collect the XP, and move on.
There are then two choices in trap placement: either put them in 'odd' places so that they become random damage out of nowhere, or put them in the places a sae person would want trapped, in which case they're basically free XP - we now have 30+ years of experience with dungeon delving, so we know where to look for these things.
I'm sorry, but they've lost their appeal. (Yeah, okay, add the obligatory IMO to that statement.)
you need to play with a more imaginative group. part of the appeal is the trap. how to overcome it, the fear of what it will do, if it will reset, and many more.
edit: learning the nuts and bolts of why it was there. who built it. and so on. part of the exploration of other skills and possible roleplay. plot hook: the son of the original trapmaker wants to recover his father's bones. (i know you have seen this hook a million times on the screen or tv)
there are whole books on historical ones. heck, there are whole books on ones designed just for the game. and books are just the tip on the iceberg when it comes to imagination.
if you can imagine it... (the DM will have to figure out the CR and XP value) you can include it.