What I want is for an element of danger/challenge to exist. Cogs rolled a "1" last night on a Disarm attempt and still succeeded in the Disarm attempt. That should never happen. Contrast that to when Cogs rolled an "11" and failed (without explosion). The team buffed him, and he tried again knowing (even with the buffs) that here was a dangerous trapbox. Every healer had their finger on the heal button. Success! Which of these two situations was superior?
Nobody wants a trapbox to blow up on a player. But I, for one, want the risk of the trap box blowing up. I want a rogue to have the chance to disarm a trap with some element of danger. I want a rogue to ask his teammates for help after a first failed attempt without buffs. I want a rogue to step back after a first failed attempt, take a hard look at trap that can be avoided, and suggest his team do so instead of risking the explosion. I want a rogue who, after spotting both monsters and a trap, suggests to the party leader that the trap be used against those monsters.
What I do not want is a rogue that can attempt a trap "n" times in a row until it finally opens. I don't want the "elite trap" mentality, which is appropriate for Elite, to dictate our choices on a Normal setting.
Tukcc stated last night that he had a plan for this. Good enough for me.
Sam, please reply because its important to me that you understand what I'm trying to communicate here (even if you don't agree with it).