deleteme123456
Explorer
This has bothered me too. Secret doors are easy because my group will take the time to search and DMG says give them the value at +20. Traps are harder. My group tends to approach each room extremely cautiously, making perception checks as they go (actually they sit back and wait for the rogue, who is one of the 3 characters with high perception, including the Wizard who took skill training in it, and the cleric who is just leeching his high wismod). He'll roll active checks, and he's fine taking however long in wall time (which still isn't more than 1-2 minutes in game time) until he rolls well enough that he's convinced he sees everything. This makes traps obnoxiously hard to use as a DM. I'll probably just up the DCs on traps to above even the take 20 value, and then give a +5 or +10 circumstance bonus after one goes off.
Another possibility is to use a stealth check for the trap, with something like 10 + half level + d20. Maybe a penalty for size if the trap is more than one square. That should generally put it out of passive range, and a good roll can keep it completley out of active range, which I'm OK with. I'll also mess with monsters attacking the PCs earlier, but this often means the monsters aren't taking advantage of the terrain, which is one of their big advantages.
Oh, and offhand the one time when I would not use Active Perc Roll < 10 => 10 is a skill challenge.

Oh, and offhand the one time when I would not use Active Perc Roll < 10 => 10 is a skill challenge.