I'd say its a non-issue. I'd let him have the ability to disarm traps at no disadvantage.
Why?
The player thinks this is a cool ability of their character, my job as a DM is to give the players an opportunity to shine and have fun playing the characters they want to play by telling a fun story together.
As the DM, I get to decide how often this player's ability comes into play, because I decide how often traps are encountered.
I also get to decide what the traps do, how hard they are to find, and how hard they are to disable.
Since essentially I control everything in the environment of the players, there will likely be instances where the player doesn't realize a trap is there and springs it instead. As well as instances where they will get to use an ability they think is fun and cool.
In fact, since one of the players has basically said "I want to encounter traps and I have what I think is a fun way of getting past them", I'm actually MORE likely to put traps into the adventures, just to give him the opportunity to do just that. Most of the time traps don't really come up that often, maybe once every couple sessions or so. An ability like this affects the game a lot less than an ability that affects combat.
My 2 cents are to look at player choices like this and think about how you can use it to give them the opportunity to shine, and to make things difficult for them in ways they didn't expect as part of the story.
As the DM, you really have total control over everything in the first place, so there is no real need to force a confrontation with the player by also imposing disadvantage.
However, I'd maybe make an exception specific instances where I think it might add to the drama of an enounter... like they are doing it in the middle of a fight, are under time pressure, or can otherwise ratchet up the tension. Besides, that might give another character a chance to shine too (Cleric casts guidance, etc)
Cheers and Happy Gaming!
Why?
The player thinks this is a cool ability of their character, my job as a DM is to give the players an opportunity to shine and have fun playing the characters they want to play by telling a fun story together.
As the DM, I get to decide how often this player's ability comes into play, because I decide how often traps are encountered.
I also get to decide what the traps do, how hard they are to find, and how hard they are to disable.
Since essentially I control everything in the environment of the players, there will likely be instances where the player doesn't realize a trap is there and springs it instead. As well as instances where they will get to use an ability they think is fun and cool.
In fact, since one of the players has basically said "I want to encounter traps and I have what I think is a fun way of getting past them", I'm actually MORE likely to put traps into the adventures, just to give him the opportunity to do just that. Most of the time traps don't really come up that often, maybe once every couple sessions or so. An ability like this affects the game a lot less than an ability that affects combat.
My 2 cents are to look at player choices like this and think about how you can use it to give them the opportunity to shine, and to make things difficult for them in ways they didn't expect as part of the story.
As the DM, you really have total control over everything in the first place, so there is no real need to force a confrontation with the player by also imposing disadvantage.
However, I'd maybe make an exception specific instances where I think it might add to the drama of an enounter... like they are doing it in the middle of a fight, are under time pressure, or can otherwise ratchet up the tension. Besides, that might give another character a chance to shine too (Cleric casts guidance, etc)
Cheers and Happy Gaming!