This is a follow up to this question after reading the rules I realized they don't quite fit all of my use cases, so being a novice GM, I'm hoping the community can help me come up with some advanced rules.
As a reiteration of what I'm doing, I'm stealing the concept from the movie Cube as a God Machine experiment, and team building exercise.
What if the trap is "slow", take the scene from resident evil with the laser room, the laser moves from end of the room to another, it's completely dodge-able (until it turns into a grid), but the rules only allow for traps with instant damage. That laser is excessively slow but I basically see characters being able to attempt to dodge some traps.
I'm trying to determine what rolls the players should have to make. whether they should be contested, is it possible for them to partially succeed in avoiding a trap? etc. (e.g. a lethal trap that the character dodges but not completely resulting in a 1 lethal maybe) (note: this is house rules territory)