Quickleaf
Legend
As traditionally played, Find/Remove Traps is the thief player's last resort when creative thinking fails. Traditionally, the skill doesn't interact with the player figuring things out. It's your backup plan.How do the thief skills interact with the OSR ethos of the player figuring out how to disarm the trap (or where to look for secret doors, or other "skill based play" elements)?
To build on my "how I reinterpret OSR thief skills" post above, Find/Remove Traps is best reserved as a reaction kind of mechanic that embraces it's a lucky/skillful passive sort of last resort to fall back on...or applying in specific circumstances where the danger is already upon you. OR it's best used to answer specific questions a thief player has about a trap (so more like "Analyze" than "Find/Disarm").
Dolmenwood (a refinement of OSE, which is a distillation of B/X) has an interesting approach where Gavin Norman uses greater specificity to limit the scope of Disarm Mechanism as well as clarify the risk involved.
It's not a perfect solution, but what it does is to divide traps into two sorts: (A) the clockwork type bypassable by the thief with a roll, and (B) everything else that you've got to use your 'noggin to figure out.
A successful check allows a thief to disarm complex, clockwork-like trap mechanisms hidden in a lock, lid, door handle, or similar. Thieves’ tools are required for disarming mechanism traps.
Time: Each attempt to disarm a trap requires 1 Turn.
Retrying: The thief may retry failed attempts as often as they wish, each attempt requiring an additional 1 Turn.
Natural 1: On a roll of natural 1, the thief must Save Versus Doom or accidentally spring the trap.