My process of adjudication for this kind of situation is as follows. Player describes his or her character as searching for a secret door...
...and there is no door - PC fails to find a door, no roll.
...and there is a door, but the PC isn't looking in the right place - PC fails to find a door, no roll.
...and there is a door and the PC is looking in the general area of the door - PC may or or may not find it, roll.
...and there is a door and the PC is searching exactly where it is - PC finds it, no roll.
I might go one better and say that it's a pillar of the game...at least as far as the DM/player relationship goes. It's the questions, the mysteries, and the motives that drive the drama. I'll never enjoy a module or adventure more than the first time I play it.I feel that uncertainty improves the game;
So IF a PC announces they would like to search for a door, then by asking for a roll, the PCs know there is a door.
My personal opinion is that secret doors and traps are generally gotcha mechanics that are not really all that fun, and their existence should generally be hand-waved.
Soooo, um, can I just ask for final clarification from those who disagree with secret rolling. If you had a DM who you trusted who wanted to do secret rolling with you for something in particular, no funny business and was even willing to take photos of the rolls for you to see later, would you outright refuse to play, or just kind of grumble about it a little and give it a try? The goal of the DM was purely to try and enhance emersion in his own way.
Would you explain where you start "metagaming" here?
I believe "story" is emergent and is created during play. How do you see it?
No, I would not play like this. I have to add: anymore.Soooo, um, can I just ask for final clarification from those who disagree with secret rolling. If you had a DM who you trusted who wanted to do secret rolling with you for something in particular, no funny business and was even willing to take photos of the rolls for you to see later, would you outright refuse to play, or just kind of grumble about it a little and give it a try? The goal of the DM was purely to try and enhance emersion in his own way.
Plus, it seems to me (I might be wrong about that, though) that those who argue for secret rolls in this thread do not use the "fail forward" approach or let the players succeed with a drawback. But this stuff is in the rules of the game and has also been around for many years.
The way you describe it, the break point is where you decide to roll a door, but it doesn't matter, since I'll find that door anyhow.
Interesting. Still not to my taste, and you sound like you require more specificity than I have typically found DMs (including myself) require when searching.
Very much the same way. I find it interesting how far apart we are on the secret dice thing, yet how similar our overall playstyles sound.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.