D&D 5E (2024) 2024: Is disabling a trap now automatic?

Stalker0

Legend
I was looking over some of the trap rules in 2024: Traps | D&D 2024 | Roll20 Compendium

and was reading over all the example traps, when something hit me. For every trap, it mentions how to find them....but disabling is automatic. Aka once you figure out the trap, there is no real "disable trap" check, you just use a tool and disable the check.

Is that codified elsewhere in the rules, is that the new norm or are there rules for disable trap checks that are listed elsewhere in the rules?
 

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Recheck the description of the Poisoned Needle. The check to disarm, once found, is listed.

That said, the traps section of the DMG is fairly lame in the sense that the traps are very limited. I think the descriptions of how to disarm them is feeding into the idea of declaring an action that a DM can rule just works - no roll necessary. However, this methodology also serves to limit traps to the sorts that a player with no knowledge of how these things might actually work could figure out based on standard D&D tropes, rather than a PC's in-character skills.
 
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Disabling a trap can be automatic. If you figure out how it works, and come up with an approach to disassemble or sabotage the mechanism, there shouldn’t really be any uncertainty in the result. Checks come into play if your approach is risky, or if you don’t have a specific approach in mind and just want to rely on abstract game mechanics
 

Disabling a trap can be automatic. If you figure out how it works, and come up with an approach to disassemble or sabotage the mechanism, there shouldn’t really be any uncertainty in the result. Checks come into play if your approach is risky, or if you don’t have a specific approach in mind and just want to rely on abstract game mechanics
Note that this is true in 2014 as well, and there is an example of play in the DMG of just that:

"
Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.

Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.
"
 

At some point, I just allow this with the new rules. If disabling a trap is a DC15 and you are trained in Sleight of Hand and have Thieves' Tools, then you get advantage to the check. A rogue would likely also have expertise in the skill, so at some point I just say you can do this.
 

Disabling a trap can be automatic. If you figure out how it works, and come up with an approach to disassemble or sabotage the mechanism, there shouldn’t really be any uncertainty in the result. Checks come into play if your approach is risky, or if you don’t have a specific approach in mind and just want to rely on abstract game mechanics
yep I missed it, thank you very much.
 

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