I don't have to be able, as a person in real life, to describe an action I don't know how to do in real life in an imaginary game where you set the rules out come and I have no feel in the minutia to care about the out come.
...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?".
I want to role, and if you want to add flourish to the effects of how the role effects it (Like Mathew Mercer does) then you can play your way and I can play mine.
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.
That's right, YOU know where it is and how it works, so why can't I just take "a normal search action" to start? Why do I have to pull out of my character and try to guess what it is you want me to do as a player?
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.
why can't I just role for disarm trap then you, knowing your trap, describe how it is disarmed or triggered?
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.
I have seen this in multiple games. GMs who want what your suggesting then get annoyed that now the players can't except that a trap is sprung, that can move 5ft with out describing a 5 minute spill of how they test that 5ft for traps.... because they can't just role and move on. I have seen a hall with 2 traps devolve into 4 hours of describing every thing we do because one of those trapped nearly killed one of our players on an auto fail because he described how he opened a box wrong.
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.
There's cover!?!? lol. I just mean the world is as the GM describes it. If its activated and players don't say they take cover because you never mentioned it but in your mind its there then they are penalized for being players, however if they are given a save based on character skills and on success you describe how they jump behind cover then they don't have to know what the GM knows and its the skill of the character and not the players inability to read your mind that is tested.
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.
If player fall back because of a bad check... is it because they performed a check and you described the danger? If so, you are already doing some of what I do, just for me check means roll.
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.
I don't ask a player how they do something, I let them add how and perhaps might add a bonus such as advantage for a good description, but I let the dice roll so that the characters skills are always tied to the check.
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.
An automatic success will be due to their characters passive skill level and an automatic failure only happens when a player tries something I will not allow them to achieve.
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.
I still reward clever player descriptions, but instead of auto fail or success, I only grant advantage or a bonus to the check and/or save if they are cleaver. I do not penalize character skills checks due to bad player description or understanding of the trap that only exists in my head.
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?
However, the difference between your method and mine is that any description is just for an understanding of what they are doing so I can set a DC for a check. A solid plan might effect the DC of the check or of the saves an number of ways... but there will be skill check roll to see if they pull it off most of the time.
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.