[RPG] Does finding and removing a trap require one or two find/remove traps rolls

adnd-1eskillstraps

Most of the question's above. I shall be running a campaign tomorrow where thieves and traps may have a higher profile than usual, and it occurred to me to wonder whether the thief skill of "find/remove traps" (FRT) means "find or remove traps" or "find and remove traps". That is, does Lemmy Lightfingers have to make his FRT roll once to find a trap, then a second time to disarm-without-tripping it; or does the one successful roll do it all for him? If you think it's the latter, what happens in the case of failure (does he fail to find, or find-but-fail-to-remove-safely)?

I'm most interested in canon statements from 1e, since I can't find anything yet; failing that, I'd be very pleased to hear reasoned arguments. Rules quotations from other games, including later editions of D&D, aren't so useful to me.

Thanks for any light anyone can shed.

Edit: when I raised this, one of my powergamers – with just the tiniest amount of raised eyebrow – pointed out that the English edition 1e PHB is clear about this on p.28:

Roll for each function separately (a trap must be located before
removal can be attempted).

However, it's unclear about what happens when you fail the remove roll, and several of you have provided the excellent suggestion that you just can't remove it, except on a 96-00, when you trigger it.

So thank you all. I shall accept M.C.'s answer because it's closest to the authoritative, contemporaneous 1e reference that I'd asked for; but any of your answers would have been enough, and they're all excellent; I'm sorry not to be able to accept them all.

Best Answer

The italian version of the AD&D Player Handbook explicitly states that you need two separate rolls.

Pag 56 (roughly translated):

To find a trap, the thief must be able to manipulate the item which contains it. Usually the DM rolls the dice secretly...

[...]

Once found, the trap must be disarmed. This roll requires 1d10 round. If he succeed, the trap is neutralized. A failed roll means that the device is too complex for the thief, but he will be allowed to try again once he levels up. If he scores between 96 and 00, he triggers the trap immediately.