Pick (pun intended) a random D&D god, and I swear by that god, I'm not looking for a big debate here as I've held the same opinion from the start about how this works. That said, it seems like for certain traps (or at least the next one), Thieves' Tools might not be necessary.
Poisoned Needle Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers the trap.
Pick (pun intended) a random D&D god, and I swear by that god, I'm not looking for a big debate here as I've held the same opinion from the start about how this works. That said, it seems like for certain traps (or at least the next one), Thieves' Tools might not be necessary.
Me too, making them (sometimes) more like specific cases.