A lot of systems seem to overwhelmingly discourage traps from active use by players in combat-oriented games, and both the popular systems I’m familiar with that manage traps as encounters (D&D 5e and Pathfinder) don’t ever go into great degree about how trap building actually functions as a component of a character. Pathfinder I’ve found you can treat traps essentially as “crafted items” which works okay, but player-owned trap construction (outside of the ranger trap system) is not really explored.
It makes sense that you don’t want players to control traps: it requires them to plant in one area and accept that the GM will make the enemies come. This is a very rare occurrence for players, as typically it’s about their characters being the ones that go off and stumble into danger.
I’ve wanted for ages to have a satisfying trap building system for players - and I’ve never seen it done legitimately well in a way that stands up to other existing mechanics in these games.
One of my favorite traps I’ve ever read is very simple: It’s a pit trap with a seemingly easy ladder escape, under which is actually a second pit trap - bonus points if the second pit trap has extra dangers at the bottom.
What’s your take on how to run with traps in general? What are your favorite traps? How do traps work in PBTA, and how do they stack up to 5e/PF traps in terms of fun for everyone?
Thanks to Ignotus for their thread on deeper mechanical discussion of traps in PBTA, I’m extremely into this but wanted a broader thread and didn’t want to derail theirs!