Pielorinho said:
See, this is the difference. Some folks start off by what's "fair" within the game; I start off with what's interesting within the world.
If you start off from the rules and work backwards, then of course you end up not wanting to change rules: it's unfair.
I don't care about fair. I care about creating an exciting, interesting, unpredictable story with my players. If something makes sense within the context of the story, I'll find a way to model it with the rules, not vice-versa.
I suspect we do not end far from the same place.
I advocate for the rules as written, not because I think the DM should never bend them, but because I want to emphasize they are perfectly playable as is. There is no 'problem'.
I, too, believe the DM should emphasize making things interesting over the niggling details of the rules. That said, it is very easy for changes in how the skills work to undermine the Rogue as an effective class because they are uniquely dependant on skills to make them viable. Already magic such as Detect Magic, Detect Thoughts, Charm Person, Spider Climb, Fly, Dominate, Suggestion put the necessity of skills in question.
Traps are a particularly important issue because if the Rogue is reduced in their ability to detect traps, their suitability as the classic dungeon crawl scout is severely hampered. Rogues are notably weak in hit points and Fort saves, and therefore the 8th best core class for surviving a trap. If a very high Search skill used intelligently cannot detect the presence of traps (almost) without fail, then they should go out of the trap business altogether. To my mind that would make the game less interesting.
But I'm not screwing with the search rules. There's nothing in the rules that suggest you can see things you can't see, or to suggest that things you can't see inevitably give clues to their existence as long as you're within 10' of them.
Ridley, how do you interpret the spy's letter situation?
I would not let the Rogue see things they can't see, in general. I do not see a problem with allowing it in some cases, such as for traps. The distinction between very high skill and magic is artificial -- it is a convenient convention for making rules clear cut rather than an in game necessity. Search could be thought of as a gauge of a quasimystical Rogue ability, as Perform was used for 3.0 Bards, for all I care.
Keep in mind that most traps will hint at their presence from the behavior of the informed locals avoiding them. So, yes, they can be noticed without being seen. Does foot traffic stay to the right in this passage? Do they open the door left-handed, indicating they are reaching somewhere with their right? Do they slow and pause before the glyph, then scurry nervously through? It is only in centuries old dead tombs that we have to stretch this concept at all.
In typical situations, yes, you need to open a backpack to Search it (unless we are talking Epic skill levels).
I strongly believe that it will be more interesting to give the Rogue pause over attempting to disable a trap, than having the Rogue blunder into it.