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I'm not sure what triggers the roll, but once the trap is identified, right-click the chest and select disarm.
If you do find a trap on a chest then unfortunately the UI does not do a very good job of communicating that to you. However, if you right-click on a trapped chest then the disarm command will appear in the context menu. That's the most reliable way to be sure that a chest is trapped before you risk opening it.
I'm not saying that's correct and if it's not that's a good thing. That's just what happened to me on multiple occasions.
Not all traps need disarmed either, some can be disabled by placing objects on/in front of them.
Maybe it was chests like mentioned where you cannot disarm the trap at all. That is a possibility as I can't recall the specific occurrences in those 3 playthroughs. I just know it's happened.
However non chest traps all party members make a perception check for those. I'm specifically talking about chest ones.
Hopefully this will be straightened out in EA, because traps need to be fairly consistent in how they are detected and how they are disabled... otherwise players are going to get frustrated and resort to less elegant means (save scumming or feeding a victim to the trap) of coping with them. (Edit: Or just give up on the game.)
This would create situations where character A notices a trap but fails to disarm it and for whatever reason decides not to tell anyone else in the party about it and situations where the person most capable of disarming the trap(rogue?) didn't notice it at first and even though everyone else did, your rogue/whatever can't attempt.
A mechanic that I would support revamping. Party members only 'fail' to tell another member about a trap when they're trying to collect more of the treasure for themselves.
even the indianajones type trap ; the boulder tossed me on the side almost no damage.
Not sure about chest but i suspect so