Rozman
First Post
The Souljourner said:.... but the key is putting traps where they are not obvious. Sure, every single chest might be trapped, but far more insidious is the trap in the middle of a long hallway that no one thinks to search.
You just have to be careful you don't train your players into searching every last thing they're about to step on.
I've always been very restrained in my use of traps because of this. The insidious trap used sparingly might work well, but liberal use of them is merely going to (and rightly so) cause the party to react by becoming ridiculously cautious.
I usually just trap logical places and let them run into problems trying to disable them. In addition, player logic does not always = DM logic, so it's not like they look for the trap every time. But, as long as they see that there is a system to it afterwards, they won't get uber-paranoid.
Although there are certainly specific cases where the "damage from God" trap works nicely, forcing them to come up with a new way to react to traps they aren't at leisure to find and/or avoid. Getting out of the dungeon (which is swiftly filling with lava) and surviving the pit traps on the way can force them to be creative instead of ploddingly methodical.