3.
Finding/removing
traps pertains to relatively small
mechanical devices such as poisoned needles, spring blades,
and the like.
Finding is accomplished by inspection, and they
are nullified by mechanical removal or by being rendered
harmless.
ADQ: If a thief finds a trap but fails in an
attempt to remove it, what is the result?
ADA: It is usually triggered, but this is
always at the DM's option. Many systems
may be used to determine it randomly -- a
factor of the actual "remove traps" roll, a
separate roll, a note in the trap description,
etc. Some traps would obviously be triggered
by attempts to remove them, and
such obvious details should take precedence
over random determination.
(Polyhedron #21)
Finding/Removing Traps is accomplished in exactly the same manner as opening locks.
Roll for each function
separately (a trap must be located before removal can be attempted).
One try only per
thief is allowed.
Success deactivates
the trap.
DMG:
Finding
And Removing Traps: Use the time requirements
for opening locks. <(From 1-10 rounds, though most traps will take 1-4
rounds to find and remove.)>
Time counts for each function.
Small || large traps can
be found, but not magical or magically hidden traps.