So, what I'm hearing, then, is there is no 'right' way. I'm kinda surprised that the DMG or DMG2 don't address this.
I decided to include a couple of traps in the last session - one was a hazard of a collapsing wall in a mine, and the other a spider web trap in a cave with a bunch of spiders. I realized in both cases after I described the situation, that there wasn't a easily apparent way to get around/out of the traps. So, I gave a rough idea of what could be attempted.
That just ended up feeling like a 'roll the dice, please' interaction. I will say, that in both cases, at least one group member came up with a unique way to approach the situation. In one case, the wizard just hovered over the area that triggered the wall collapse, and in the other, the ranger just touched his torch to the spiderweb, setting it alight (at which point, I started giving 2d10 damage to the web each round) until it burned up.
So, if it seems that everyone has a different way of approaching it, perhaps I could get a few people in the community to do a quick exercise for me.
Below is a trap I'm thinking of using in a traps only encounter. I'm curious how would other DMs reveal/describe the trap and reveal/describe the countermeasures?
Pond Muck Tentacle (noted as B on the grid)
Hazard
Level 11 Obstacle
XP 600
Four green and brown tentacles flail out from the water, dripping with muck from the pond, to attack everything within reach.
Hazard: These tentacles belong to a creature that that lives deep in the mud and detritus beneath the surface of a body of water, lashing out at all targets in reach.
Detection & Identification:
Perception: No check is required to see the tentacles.
Nature: DC 23 - These tentacle creatures are instinctive creatures that react to movement and pull any creature it can into the water and holds it underwater until it drowns. They then feed off of the decomposing flesh in the water.
Initiative: +6
Trigger: When a target gets within 2 squares of the water, the tentacles roll initiative. Each muck tentacle attacks individually until destroyed.
Attack: Standard Action Close burst 10
Target: All enemies or objects within reach
Attack: Close burst 10; +12 vs. Reflex
Hit: Target is pulled 4 squares. If the target is on land at the end of the pull, they are released. If they are pulled into the water, they are grabbed and held underwater (reveal the second countermeasure?) - Each round a character is underwater, they must make an Endurance 20 check. If they fail, they lose a healing surge. If out of healing surges, they lose hit points equal to their level.
Countermeasures:
- A character can attack a muck tentacle that has just attacked him or her, or that has just attacked a target adjacent to him or her. Each tentacle has AC 21, Fortitude 17, Reflex 20, and 60 hp. When 2 tentacles are destroyed, the remaining tentacles drop any grabbed creatures or objects and disappear beneath the water.
- A character underwater can attack a particularly vulnerable area of the tentacle where it springs from the pond mud (AC 18, Fortitude 16, Reflex 18). If they hit, it is severed and dies immediately. The mud does grant concealment (-2 to attack rolls).