I like the traps. I enjoy sneaking forward, carefully and cautiously, exploring the environment. Finding traps and disarming them. It builds up the tension and feels great when I'm immersed.
I also think it makes sense to have the trap go off even when you make a perception check. That, to me, just means you were moving too fast. You noticed the trap at the last minute, but it was too late. You saw it right as you put your foot on it.
It's a signal to slow down in that area. Move forward carefully. Take your time and *FEEL* the tension.
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I do agree that things like perception checks should happen in the background. It's too much of a "give away" the way it works now, in my opinion.
Well. You DO make a valid point. In D&D, it has kinda always been a thing with traps that players who just run up to a door and throw it open often get hit by traps. You need to "search for traps", not just run around constantly as if you have no care in the world.
Maybe a tooltip then in the beginning letting players know that if they want to detect traps with enough time, they need to be in Stealth mode, so at least players are warned. Then it's on the player for sure if they spot traps too late.
I still think a bit more time to spot them and stop is needed. And I definitely think if they are on some ledge you have to jump to, the check should be made before you jump on a trap, not after the jump. I also think disarming them options needs some work. If you make it so all you have to do is set pots on them, the Disarm Traps skill check is invalid. Plus, killing statues with crossbows is just ridiculous in my opinion.