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Want to use traps? Make them obvious
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<blockquote data-quote="Swarmkeeper" data-source="post: 9335330" data-attributes="member: 6921763"><p>I like to premise of the OP. Finding traps, IMO, is less interesting than figuring out how to avoid and/or disable them, IMO.</p><p></p><p>At our table, I prefer to telegraph the presence of traps in my DM description of a scene. The players may or may not pick up on the clues that a trap is present. In the case where a PC fails to notice - which may involve a failed Wis(Perception) ability check - and then subsequently triggers a trap, I will often have said trap engaged but not fully activated (e.g. a pressure plate clicks or a tripwire tugs but the bad-thing doesn't happen until the PC pulls away). This gives a chance for the PC to interact with part two of a trap encounter: an attempt to disable it or otherwise mitigate said bad-thing. Depending on the situation, this might be harder than if the PC hadn't triggered it in the first place. The PC might be granted a chance to make an Int(Investigation) ability check to glean how the trap works and then it might be a Dex(Thieves' Tools) ability check to disable it. A failure to understand the mechanism of the trap might make the disabling of it an auto-fail or perhaps just a much higher DC. A failure to disable the trap may then involve a saving throw to mitigate the consequences to some extent.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 9335330, member: 6921763"] I like to premise of the OP. Finding traps, IMO, is less interesting than figuring out how to avoid and/or disable them, IMO. At our table, I prefer to telegraph the presence of traps in my DM description of a scene. The players may or may not pick up on the clues that a trap is present. In the case where a PC fails to notice - which may involve a failed Wis(Perception) ability check - and then subsequently triggers a trap, I will often have said trap engaged but not fully activated (e.g. a pressure plate clicks or a tripwire tugs but the bad-thing doesn't happen until the PC pulls away). This gives a chance for the PC to interact with part two of a trap encounter: an attempt to disable it or otherwise mitigate said bad-thing. Depending on the situation, this might be harder than if the PC hadn't triggered it in the first place. The PC might be granted a chance to make an Int(Investigation) ability check to glean how the trap works and then it might be a Dex(Thieves' Tools) ability check to disable it. A failure to understand the mechanism of the trap might make the disabling of it an auto-fail or perhaps just a much higher DC. A failure to disable the trap may then involve a saving throw to mitigate the consequences to some extent. [/QUOTE]
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