Find traps: Int-based investigate DC check – anyone can try to do this, but a rogue can add double their proficiency bonus to roll if explicitly state looking for traps. When a rogue tries to find traps they focus exclusively on that and are not necessarily seeking to investigate other clues unrelated to traps. My thinking is that rogues and thieves are experts at this particular type of investigation - its a thoughtful, clever process they go through, and quite simply they are better than others at this who lack the practice. Its also different to a mere Wisdom-based perception role - anyone can try that, but the DC check will be higher (harder) than an investigation role for the same trap, as the rogue is explicitly and actively searching for a trap, and isnt just relying on luck or a sixth sense.
Disarm Traps/Open Locks: this is a variable DC Dex check (sleight of hand) depending on the complexity of the lock or trap, made by a rogue with proficiency with Thieves Tools. Non-rogues who aren’t proficient with thieves tools can try but is a sleight of hand Dex check with disadvantage, and they will automatically trigger trap or mangle lock if they fail. Thieves with “fast hands” can add double their proficiency bonus to their Dex check (as well as presumably a decent Dex ability modifier). My thinking is that a thief is expert at this, they are highly proficient and that should be reflected in the superior bonuses to their rolls. It seems lunatic that a fighter or a wizard - who have honed their skills elsewhere have a hope of successfully picking a lock or foiling a trap, just as a rogue hasnt got a hope of reading a wizards spellbook and casting fireball, or hitting a monster with their sword three times in a round. And a mage hand can investigate an item or lock, often finding or triggering a trap, but cannot disarm a trap or pick a lock - that requires a manual dexterity beyond that spell.
Comments