The idea that I as a player have to figure out the trap when my avatar in the world knows more about traps than I ever will has always perplexed me...
I just re-read this post (because
@djotaku quoted it).
On the one hand, we could compare traps to combat and say that your avatar also knows a lot more about combat than you (or me), so we use simplified game rules to resolve it, instead of requiring players to describe how they hold their sword, what their stance is, and what kind of strikes they make.
But on the other hand, the game does have rules that allow players to deeply engage with combat. Rules about (to lean on D&D 5e...) actions and action economies, weapon choices, special abilities, Inspiration, reactions, movement, things like opportunity attacks, spell choices, etc., all let players make tactical decisions
even if those rules have very little correlation to real life combat. And a single good or bad roll typically doesn't resolve the situation: each success and failure nudges the outcome one direction or the other, and that process becomes especially rich when multiple PCs and adversaries are all taking turns contributing, not only nudging the outcome back and forth, but changing the tactical landscape as well.
For tasks in which this kind of richness is absent, I really struggle to find a way to resolve them mechanically that feels satisfying. (YMMV). I really don't know how you would create a mini-game for finding or disarming a trap, or figuring out how to open a secret door, in which the decision-making feels as "real" as moving your character on a grid, or choosing to block instead of attack.
If there is a spectrum of possible approaches, I think the two ends of that spectrum are:
- Details and description of the challenge are narrative fluff, perhaps interesting but irrelevant. All that matters is the dice roll
- The player has to engage with the details and description, and the GM decides if the approach is successful.
The middle ground of that spectrum would be #2, but then skill rolls (perhaps with DCs set by the GM) determine if the approach succeeds. And I think, if I'm reading this thread correctly, that is where most people end up.
I just question what value a skill test, in the absence of any tactical decision-making, actually contributes at that point. The most common answer I see is "so that players feel good about their investment in the skill." But that feels like mechanics for the sake of justifying game design, instead of game design for the sake of engagement.