Play the game boldly!
I feel like EVERYEvery other answer in this thread isseems like it's from a GMone DM to another GM...so, so here's this from a playerplayer's perspective...I can tell that you (the GM) expect:
--Player; Istep down hall ~5'
--Player; I check for traps
Player: I go about five feet down the hall, and I check for traps.
--GM; Roll perception please
GM: Roll Perception, please.
--Player; I got a 15, is that high enough?
Player: Is 15 high enough?
--GM; that's adding your key stat, training, and situational bonus (cuz I know you're moving slow and we house rule that crap), right?
GM: That's adding your key stat, training, and a bonus for the circumstance because I know you're moving slowly, right?
--Player; [pause] Right
Player: [Beat.] Right.
--DM; You see nothing, I mean, it appears to be a dusty tiled hall
DM: You see nothing, I mean, it appears to be a dusty tiled hall.
Player; Okay, I move forward 5' and check for traps..,
Player: Okay, I another five feet forward and check for traps.
OTHER players; ...WTF?!!???!!?!?!?????
Other Players: [In unison.] O, come on!
Somebody elseAnother answer suggested "don't hide your traps".not hiding traps, which is one way to do it, I guess, yeah. Maybe. I'll suggest your game isBut that's also boring - & it's because your premise is crapand approaches things wrong.
Think about marching order. Every DM asks theirDMs ask players to describe theirhave a marching order BECAUSE theybecause DMs like to roll for surprise. Example:
--DM; Marching order please
DM: Marching order, please
--Players; We'll put the fighter and barbarian in front, the wizard and cleric in the middle, and the rogue out back - 20' behind - so they can flank. Hey, tells us when the encounter starts. K??
Players: We'll put the fighter and barbarian in front, the wizard and cleric in the middle, and the rogue out back about twenty feet behind so he can flank. Tell us when the encounter starts, okay?
AndBut even THATthat is boring. Right, right? But if you handledhandling traps like overworldwilderness encounters, that'd would be a start. Just invertinvert the stdstandard marching order and now instead. Instead of the DM rolling perceptionPerception for the fighter they're, the DM's rolling it for the rogue...
Here's something even better. And screw this "makeRather than making the traps deadlier/more, more interesting/talk it out" bit. Try this:
--GM; Okay team, after you crush that bugbearor requiring even more talking, the darkness yawns in yonder doorway.try this:
--Player; I just charge through it, don't even care if anyone follows.
DM: Okay, team, after you crush that bugbear, the darkness yawns in yonder doorway.
--DM; Okay, so you're running fast and [pauses to roll] it looks like you've tripped a trap. [Rolls again] Bam! The bear trap closes on your leg, please mark 7 damage on your sheet. How would the group like to proceed?
Player: I charge through it. I don't even care if anyone follows.
--Other players, well - we will quietly walk down the hall - hoping our slow mov't will allow us to spot traps and if this guy can get himself unstuck that's fine.
DM: Okay, so you're running fast, and [pauses to roll] it looks like you've tripped a trap. [Rolls again.] Bam! The bear trap closes on your leg. Take 7 damage. How would the rest of you like to proceed?
--GM; so the rogue is in front? Sorry, force of habit guys!
Other Players: Well, we will quietly walk down the hall, hoping our slow movement allows us to spot traps. Yeah, and if this guy can get himself out of that bear trap, that's swell.
--Other players; Um, yeah.
DM: So the rogue is in front? Sorry. Force of habit, guys!
--GM; okay [rolls dice] - so just as you move through the torchlight to a corner you spot a small silver knob at shoulder height.
Other Players: Um. Yeah.
--Other players; [you see where I'm going with this...]
GM: Okay. [Rolls dice.] So, just as you move through the torchlight to a corner you spot a small silver knob at shoulder height.
--Player; Hey guys - just, um, pull on it!!?! K? Puhleeeez?
Player: Hey, guys, just pull on it! Okay? Please?
It just comes down to HOWhow you play the game. I did thata whole 300pg300-page Paizo adventure megapathpath in 3.5D&D 3.5e with a player who always leadled, and "checkedchecked for traps please"please every 5'five feet. MY OWNMy impetuous character was forcedreduced to draw maps basicallycartographer.
THATThat impetuous player is trying to tell YOU they think that'sthe DM that things are boring.! I AM trying to tellam telling you that you would NEVER READ thatnever read that book...so So don't make 4four other people LIVE ITlive it.
Keep your game quick.
TalkTalk through how a situation will be handled,
Take control of the dice.
Repeat back Repeat what the characters decided to do, the add a description of the consequences.
Move, and move the story forward.
That's a remedial D&D tutorial Don't get bogged down by traps everywhere. I hope it's helpful!!!