So, I've been running a very trap-heavy dungeon for the past few weeks in my campaign, and I have rogues with pretty ridiculous DD scores. However, a large number of my traps use proximity (alarm) triggers, and, I got to thinking, "how does a rogue manage to disable an entirely spell based trap that fires when he gets close?"
I ultimately decided they couldn't, but they got an extra save to avoid the effects (acid arrow traps, for the most part), but I'm curious if anyone else has ideas on how to handle this?