*template*
 

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.