Sing it, brother!Belbarrus said:Also, modules that have sections like, "blah, blah, and nothing will stop this short of a wish."
That kind of copout shows pure laziness on the part of the module authors. Rather than using in-game explanations, like magic aura to mask magic traps, they just ignore the rules and declare whatever they like. It's like gaming with a kindergartener-- "My trapz is kooler then u, an yu cant brake it an it hits yu and yur ded, nyah!"
More generally, it's tremendously annoying to find any special case that doesn't follow the normal rules. The players spend an awful lot of time learning how the game rules and their character abilities interact; why bother with that if it's all subject to change at any time? I'm playing D&D here, not "random arbitrary RPG that follows a few of D&D's rules when convenient." This is true whether you're talking about a single unavoidable trap, or a whole new mechanism for injury. (Vile damage, I'm looking at you.)