I think the counter argument is when they are used, very few PCs can interact with them. Making them not super fun for over 90% of the player base. This would give more players a way deal with them. Also with room wide traps it is alot harder to avoid in some situations.
Honestly I don't mind most traps except explosive, losing all your coin and potions feels really bad. Which is the whole reason I had trap avoidance at the game day. I have lost many a 1 shot, gold, potions over the years to traps.
I think this is a big part of the problem with traps. The whole room explodes, and we only care because all of our stuff got blown up, not because it could kill us.
I think the counter argument is when they are used, very few PCs can interact with them. Making them not super fun for over 90% of the player base. This would give more players a way deal with them. Also with room wide traps it is a lot harder to avoid in some situations.
Honestly I dont mind most traps except explosive, losing all your coin and potions feels really bad. Which is the whole reason I had trap avoidance at the game day. I have lost many a 1 shot, gold, potions over the years to traps.
I am pretty sure that I am the reason that we are talking about this. We saw a trap, and since no one could disarm it, and I had trap avoidance, I went for it. It made me feel really good to have prepared anmagic item for just this situation, and then get to use it. But it still required effort to pick up the loot around the trap before the trap went off, and we lost out on a bit of it because of it.
That seems right in line with the 'be all you can't be' philosophy. Rogues as a class thematically should have an answer to traps based on build, for those folks who want to play them but aren't terribly dextrous.
Honestly, if I were designing it from scratch, it would be an ability to let a Rogue treat a trap they set off as if they had disarmed it, but at the very least them not being hurt by it is something.
Rogues have this in every D&D game I have seen. Something to help them disable the traps, and take less damage when they go off. Frankly the ability to dive out of the way of a trap going off seems to fit rogues to a T.
It seems a bit weird that to disarm traps, you are supposed to have:
1) The tools to do so.
2) The in game ability to do so.
3) The real life ability to do so.
All for something that will only come up maybe 5 times across a whole weekend for the entire player base.
I mean, we put in a huge number of weapon strikes to allow people to replace an out of game fighting ability with a skill bought ability.