I never see anyone use traps anymore, not even the PF Adventure Paths use them. It's probably why no one plays rogues anymore since the primary use of a rogue is to open doors and find/deal with traps. They're inda redundant in that regard.<br/><br/>As I've played a rogue archetype that had no trapfinding bonuses, meaning that the trap sense and so on weren't in the type, it didn't mean that you couldn't find a trap, Perception can still be used to find them, as disable device can still be used to open locks and so on. *shrugs* But, if someone doesn't want to use them it's cool with me. Again, none of the GM's that I've seen run Pathfinder ever seems to use the rogue's benefits, nor do the adventure paths really.<br/><br/>I was playing D&D 3.5 or the first time and like a bunch of idiots, a group of us bought and ran The Worlds Largest Dungeon. aside from the fact that it's designed to be a party killer, we were about level 5 and tripped a trap that the rogue couldn't of detected with a natural 20 and got locked into a room of mirrors. We got lucky and found the exit, broke the mirror to find the door... and starved to death over a period of weeks as the rogue couldn't open the lock if he rolled a 30 on a D20. The player had created the rogue specifically for the module and had done everything that he could to maximize the skills... and that one trap was set so high that a level 10 character could not of touched it. We all gave up after that because the GM wouldn't of lifted a finger to help the players out of an unbeatable trap.<br/><br/>Of course, this is the same DM who had planned to pit 6 characters against an equal number of hit-die elementals and refused to adjust the encounter when only 2 players appeared for the session (Finals week at the university). So 2 characters trying to survive (not fight)3 times more powerful monsters. His excuse... "This event was set in motion weeks ago, I can't change what the gods set in motion." Needless to say, I onlyplayed with him once. One warped fucker.