Pielorinho said:
...a character who believes something may be trapped even though she doesn't see the trap may still make a disable device in order to, for example, remove a panel that conceals a trap. A successful DD check enables her to act carefully enough that she's able to perceive the trap before it goes off and successfully disarm it.
Stop. A rogue who suspects there may be a trap searches. If a trap is found, the rogue can atempt to disable. In your example, the rogue who suspects the panel may be trapped can search it for traps. If he is on the case enough to be suspicious, he should not be forced into a DD check! Give him what is rightfully his.
Pielorinho said:
...An example: a level that controls a door is hidden behind a panel; the panel is opened by turning a dial to the right until it clicks, and then turning it to the right again until it clicks again. The trap is that you can open it after the first click, but doing so leaves the cap to a vial of poison gas attached to the inside of the panel, opening the vial when the panel itself is opened. This trap is completely invisible to someone searching the panel or dial visually.
Emphasis mine and bingo! That's why the rogue should be entitled a search check. The search is not visual here, fine. What about auditory? Can the PC hear the vial cap attach/detach? What about tactile? Can the PC feel there's more play to the lever, so it can be turned again? Is the weight of the lever slightly different between positions 0-1 and 1-2?
Pielorinho said:
...However, if someone suspects the panel is trapped, they could disassemble the dial mechanism carefully so that they could examine it, or they could remove the hinges from the panel, or they could open it verrrrrrry slowly. In all these cases, I'd require a DD check, and if it succeeded, I'd allow them to disarm the trap -- disassembling the dial successfully would show them that the dial had a secondary function (i.e., controlling the mechanism that attached the vial's cap to the panel), and disassembling the hinges or opening it verrrry slowly would let them feel the resistance from the cap's pulling away from the vial.
So my suspicious rogue player spies the panel: "I don't like the look of that panel. I examine it for signs of a trap."
Me: "Sure. Roll a d20."
Rogue: "Ok, that'll be a 20 I just rolled."
Me: "Looks like a trap-free panel."
Rogue: "Ok. I open it."
Me: "Foul smelling fumes spew from the niche behind the panel. You feel like you need to make a Fort save."
Rogue: "What?"
Me: "Mmm. Guess you set off a trap."
Rogue: "I couldn't detect a trap with a 20?"
Me: "You searched the panel for a trap but this trap was behind the panel. If you had just tried to disable the panel, this might not have happened..."
My take is that the rogue should be allowed to examine the panel for signs that it may have a trap connected to it (which it does). All your circumstantial reasoning is nothing more than an attempt to justify not allowing the player to use one of his chaarcter's skills. Search is there to reveal that which has been hidden. As DM, you should be justifying how searching can reveal evidence of a trap behind the panel, as I did above, not scratching search off the list of resources available to the PCs.
Pielorinho said:
...It's not difficult for a smart trapmaker to hide a trap completely from the viewer's sight for certain types of traps. Doing so has the advantage of making trapfinding more dangerous than before without being binary: finding a well-hidden trap becomes a matter of luck, just as surely as hitting someone with a sword or casting charm person successfully or turning undead successfully is a matter of luck.
Daniel
So, a sufficiently skilled trapmaker can make any degree of search skill irrelevant?
Humbug.