jgsugden
Legend
If a rogue wants to be good at Perception and Investigation, they get lots of skills, and two expertise at first level.
In AD&D, rogues were not good at these things until high level.
In 2nd edition, they had to choose which things they'd be good at - an finding traps was often one of the last things selected to advance.
In 3rd edition they had to take a bunch of skills to be able to do the role effectively.
In 4th edition, you pretty much obtained all of the skill suite in one skill pick, but 4E was really a different game.
The books could be clearer on this, but they are laid out in the DMG:
Perception to notice. Investigation to deduce what needs to be done. Thieves tools to disarm. Any of those might be optional based upon whether the underlying task is obvious (and thus passed by a passive score).
In AD&D, rogues were not good at these things until high level.
In 2nd edition, they had to choose which things they'd be good at - an finding traps was often one of the last things selected to advance.
In 3rd edition they had to take a bunch of skills to be able to do the role effectively.
In 4th edition, you pretty much obtained all of the skill suite in one skill pick, but 4E was really a different game.
The books could be clearer on this, but they are laid out in the DMG:
Detecting and Disabling a Trap
Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.
A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.
Perception to notice. Investigation to deduce what needs to be done. Thieves tools to disarm. Any of those might be optional based upon whether the underlying task is obvious (and thus passed by a passive score).