Glazunov: It's also a reason I don't like dice rolls to determine if you succeed in bypassing traps, or have them trigger and do whatever nastiness they were intended for. Players will simply save before attempting, and if they fail, reload. I'd rather see some mini-game used, such as the one found in Betrayal at Krondor, if with more complexity as the game progresses.
OneFiercePuppy: There's a game called Lords of Xulima, and while there are many things about it that could be improved, the lockpicking and trap disarming minigames are probably the best I've seen since Krondor. They get harder as the absolute difficulty of the lock/trap increases, but easier as your skill increases. It's part luck and part player ability (more ability for the locks than the traps, but still a mix for both), so if you don't invest in the skill, you can still succeed, though it will be a difficult process and you'll probably use up several lockpicks or accidentally set off the trap. UnderRail uses flat skill checks for traps, locks, and computer hacking. Enough to succeed? Always. Not enough? Never. Another viable approach to prevent scumming.
Either of those might be worth at least looking at, if you are as you sound a fan of older style games.
My grand niece, again. We played it for a while, and figured it was far too linear, despite supposedly offering multiple paths to a goal, and far too unforgiving. But yo're right, the lockpicking and trap disarming were interesting. I just wish the game hadn't put so many high level gatekeepers (relative to the player's level) in every path to narrow choices to just one. Pretty game, too.
yogsloth: Anybody looking for a suggestion on a "blobber" style RPG, in my opinion, the two best ever made are Might & Magic IV&V (which are actually one big game) and Dragon Wars.
Both are sold here on GOG for cheap even without a sale.
If you can live with REALLY old-school graphics, they're both just amazing.
I mean, so are many others, but those are the two best. :)
I'm not seeing Dragon Wars on GOG.