Traps and puzzles

edited October 2014 in General Discussion
Hey gang, looking for ideas -

One thing I have always struggled with is inclusion of traps. I want them to feel realistic, but I don't want to have the rogue spend every 10 seconds "I check for traps", but I also want to have them be there and useful and sensible. Any thoughts?

Part 2 of my issue - how do you include puzzles for the characters to solve? At one point, I looked up some simple logic puzzles, and they solved them, but I found it to be somewhat... unsatisfying. How do you handle this in your campaign?



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