Tony Vargas
Legend
Nothing more boring than 'door drill.' Except going through door drill every time in painstaking detail, that is.So I should probably start off by saying that I HATE Passive Perception, I think that it does not add anything to the game and is overall just very lame. However I also hate it when players just do a perception check in every single room they enter.
That's how I did it back in the day, before we had skill checks, or ranks, or non-weapon proficiency... or electricity, or gravity. (We had it rough in the olden days, is what I'm say'n.).. So I came up with a solution which is describing a room with a couple of odds quirks such as "A book that sticks slight farther than the rest outside" or "A hook on a shelf that is slight more bent than the others" then if my players attempt to do a perception check and succeed then I reveal some more information. So anyways I guess what I was leading up to was this...
Drive a flock of sheep ahead of you through the dungeon. Or zombies, but some traps are keyed to living or warm things.How do you handle traps in 5e?
Seriously, though, I agree that passive perception vs a fixed DC in a module is lame. You spot the trap, or you don't, it's all pre-ordained. It's worse if you're making up your own dungeon and you happen to remember the party's best passive perception, because then you're tempted to build to it.
My preference, if we want any uncertainty (or the appearance thereof), is to always have one die roll. Not passive vs set DC, not contested checks like in 3e. Check vs DC. Because that's neither overly swingy nor sucked dry of all drama.
So if players aren't actively searching, roll the trap-makers check vs their passive perception behind the screen. If they are, choose a DC.