Originally Posted by saeran
Originally Posted by Silver/
That's extremely weak bonuses compared to a proper rogue. A lot of traps will blow up in your face. There's some gloves you can get from the Zhentarim in Act 1 if you manage to unlock their trader's good stock through questing. They always give advantage on sleight of hand checks. I'm not saying you can't make it work, but it sure is annoying.
Well, I have finished the game without a rogue, and the only issue I've had with traps is that the party will walk into them even if they are detected, because of bad pathfinding.

You don't even need items. Enhance ability (level two spell which clerics or sorcerers get) does exactly the same thing, gives advantage on ability checks. I always have someone to cast it, because it is so useful, especially in dialogues. And a lot of traps simply don't activate when you fail, you can just try again by quitting the disarm dialogue window.
I personally despise recasting buffs every day (esp. If concentration, that's multiple level 2 slots down the drain) reloading, relying on potions/etc, so this is why I say it's annoying, but not undoable. It's much easier having a character that can just do it, all the time, with higher rolls to boot. Just leave them in camp when they're not needed.