- Being able to always detect every trap makes them largely meaningless, except as a matter of diligent spam. Where this is radius one (search) or a wider area (detect).
- Having a % chance to detect traps is even worse as it encourages repeat searching/detection or else RNG deaths.
There is also the secondary issue of detection spells making searching and perception obsolete.
My proposal: Bring back perception, have traps within LoS detected automatically based on a deterministic comparison with the perception skill.
Searching then only applies to finding hidden doors. Provide a level feeling related to the danger/detectability of traps on the level. Replace the detect traps spell with one which informs the caster of the number of undetected traps within their vicinity.
Traps randomly placed in the 'normal' dungeon should be fairly non-threatening overall, so a diligent play who wants the cognitive load of spamming nerfed trap detection gains an advantage, whereas one who does not is subject to some usually non-disastrous annoyance depending on their perception score. However, in places that players recognise as potentially being trapped like vaults and special rooms there should be some means of assessing the risk posed by proceeding, and potentially dire consequences for ignoring the risk.
I think the availability of any trap detection spell by class is part of the much wider case of the availability of magic in general in angband. There is a lot of redundancy with different types of consumables replicating spells in many forms - by endgame a warrior is usually able to do almost everything a rogue does and many things a mage does (I don't play green book classes so can't comment on those). I wouldn't single out trap detection magic for restricting availablitiy as part of a trap reform - rather, I'd assume a character had the spell available and then adjust their experience of traps based on perception score.
So there are two parts to the proposal. Allowing characters who do not or cannot search for or detect traps to identify more of them according to their perception score, and for characters relying on magic to detect traps to be more discriminating and less foolproof in their approach. The intended effect being to close the gap and thus reduce the 'need' for detection spam.
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