I'm sorry, but I pretty much disagree with this wholesale:
1. As veekie said, HP taxes are a non-factor if your group optimizes or even just plans ahead.
So if your group has a wand of cure light wounds it's not worth damaging their hit points because they'll just use their wand of cure light wounds?
2. All too often, automatic Search checks like this will quickly turn into a pointless roll-fest for the trapfinder who is just as likely to wind up getting good rolls on untrapped sections of dungeon floor and failing to roll well to avoid the actual trap as he is to get an actual benefit from this largesse. Not to mention, you'll give the trapfinder Carpal Tunnel from repetitive motion.
I always assume unless the trapfinder says "I make a search check" all search checks are automatic take tens. If he says he's being slow careful and considerate I assume taking ten with a +5. if he's running, take ten -5. I don't ask for rolls every few minutes, it breaks up play... I only ever slow down play with search checks when I know theres a trap coming and the "secret search check" ensures the party is still "surprised" by the trap.
3. Allowing non-trapfinders to use an alternate means to find traps FURTHER DEVALUES the resources the trapfinder spent to, yanno, find traps, in addition to obviating specific ACFs for this purpose, such as the Barbarian's.
The giant spikes on the ceiling descend and crush you all.
"What giant spikes?"
You couldn't see them because you don't have trapfinding.
spot checks to
spot killholes, arrow holes, giant spikes... y'know, stuff you'd
see... not find the traps trigger, not disarm it... just to see it... if you see a trap coming you get a bonus to the save to avoid... it doesn't devalue the trapfinder's ability to actually find and disarm the trap's
trigger.4. Having traps already sprung means the party is most likely to either a) become MORE paranoid and slow their exploration down further while the trapfinder grindingly pores over every millimeter of the dungeon, or b) thinks that they're in some sort of race with another adventuring party (which isn't necessarily bad on its own) and rushes, increasing their pace and their likelihood of setting off more traps. Do you consider either of those outcomes positive? I don't.
Like I said, we don't roll search, if the trapfinder says "I go slow" he gets a bonus but the party might take 12 hours to clear a 4 hour dungeon (
in game time) OOC the same amount of time passes. The modifiers here being that random patrols and whatnot get more likely.
Or the party might rush... making a 4 hour crawl take 2 hours but using up more resources as they stumble into fights without prebuffing or set off traps.
both of the above might take 1 or 2 sessions... but they take considerately different amounts of in-game time. Which might have ramifications on other quests or it just might mean it's dark when they get out of the crypt or whatever.
5 + 6. See "Guess what the DM was thinking," above.
Yeah, fair point. This is always difficult, but it can be done well. What a lot of DM's forget is "make it obvious...smack yourself in the forehead obvious...and make sure the "other" option always works"
The other option is brute strength... the barbarian CAN bend the metal with his bare hands but it might take him 3 rounds and during those 3 rounds a malfunctioning (as it's being abused) trap will hurt him.
Making it obvious either means the group will find it very easy but just assume they are smart... or they'll get it pretty quickly... if they don't get it after a minute or two of setting the scene then start to point out the structural weaknesses for the third option or the "long way round"
The reason "guess what the DM is thinking" is usually so terrible is because the DM prefaces it with
"The
indestructable door to the chamber with the
plot device stands before you... a riddle etched into it's dwarvencraft engravings...
There is no other way in"
There's nothing wrong with the above... it means the players can fail and might have to seek help... but it should only be used to protect something that's [i[supposed[/i] to be difficult to obtain. Putting one in every dungeon just makes your game frustrating.
Also DMs forget that a bardic knowledge check, knowledge history, knowledge local, Intelligence check or other skill could be used to completely bypass their trap... DMs fall into pride and want to show off but just saying... Skill check... pass... you remember the history of this town and the werewolves and make an educated guess "Wolfsbane"... the door creeps open.
An AnalogySex in DnD is usually done worse than terribly we all know this... however having a queen who openly flaunts her many bed-partners as half dressed muscular slaves who carry her throne places and openly suggests the party barbarian might be useful to her... once or twice at least. - might make the players awkward but it's a memorable leader and one I used myself in my 7 deadly sins campaign, for Lust.
TL;DRI like traps, they can be done well... lots of people do them badly. I might not change your mind and you might not use them but you shouldn't say "No group should use them ever".