...But that is not what I ask of my players. All I ask is an approach to their goal. If they want to disable a trap, I want to know more than just that goal. Where do they stand in relation to the trap? This matters.
Imagine, if you will, a trapped treasure chest that fires a crossbow bolt when opened. I want to know what the player does when disabling the trap. Because if he is standing behind the chest and fails his check, the trap may trigger, but it wouldn't hit him. Additionally, having to be a bit more specific about your action adds tension. Your approach may affect the DC of disabling the trap, or make the outcome of a failed check less severe. I don't want traps to be this abstract videogamey thing. I want the players to imagine the situation, and imagine how their character might act. No player is required to be an expert on traps, and at any time a player is free to ask the DM "What do I know about this sort of trap?".
For clarity, my style of DM'ing is quite contrary to the way Matt Mercer runs his games. Matt narrates the actions of the players based on the outcome of a roll. I don't presume those actions, I ask my players what they do exactly. This then affects the outcome. The outcome of the dice still matters, but the actions of the players matter more.
I don't want you to do anything as a player. Whether you fail or succeed at disarming the trap is all the same to me. You can take a search action if you like, but I may ask you for more information.
That would take away all the suspense and make disarming traps boring. I might as well not include them then. When you state an approach to any action in my games, this affects how things play out.
-If you use your thief's tools, the DC may be lower, but if you fail your tools could break or get stuck.
-If you require a second person to provide more light, so you can see the trap, this would lower the DC. But that person may be in the path of the trap if it triggers.
-If the trap can only fire once, then setting it off on purpose may be more simple than trying to disarm it. No roll needed.
-Plus, there's lots of other things that none-rogues are allowed to do to try and disable a trap without needing the skills of a rogue. You don't need to be a rogue to try and take out a trap. Rogues are just better at it.
The point of my style (and that of others) of adjudicating actions, is that we properly foreshadow traps, so that this game of searching every 5ft. is no longer required. And an added benefit, is that we give out more information about what the trap does, and how it operates, so players are better able to choose their actions.
I tend to be very detailed in my descriptions, and often illustrate dungeons with maps and/or dungeon tiles. If I believe the players may have forgotten or missed an important detail about the situation, I will point that out to them and allow them to reconsider (such as when they might want to take cover). If my players position themselves out of range of the trap, then they don't need to make saves, because it can't hit them. It's an automatic success for them. This is how you also avoid cases where the players feel screwed over by their DM.
You don't need to roll for everything. It speeds up the game a lot if you allow automatic successes and failures based on player actions.
Isn't this exactly the same as what I do? You just spent several paragraphs railing against the idea of adjusting the check based on the described actions of the players... and here you say you do the exact same thing? The only difference I see, is that I resolve some situations without a check.
For example, if the players want to sneak past a guard, and the guard is completely drunk and/or unconscious, then that's an automatic success. You don't need to roll for everything.
So you also do automatic successes and failures? Passive skill level or not, that's not all that different from simply declaring a success for something the DM believes cannot fail. I don't see much of a difference here.
So are you saying that if the players decide to blow up a trapped chest with a barrel of gunpowder from a safe distance, they still need to make a check? I'd say that's an automatic success... it probably destroys the chest and everything inside of it, but that trap is gone. Why bother to make a check for that?
Why? Doesn't this drag things on longer than needed? Why can't the players just roll a rock across the pressure plates to set off the trap? Why would they need to make a check for that? It is something any person could do.