the Jester
Legend
After reading responses, I'm starting to wonder if the disagreement comes, in part, from the DM's position on the Role of the Dice (DMG, page 236). I see this as a basic difference between many DMs that can create different outcomes further down the line.
I'm more of an advocate of the "Middle Path," wherein the DM balances the use of dice against deciding on outright success and failure without a roll.
The impression I get from those who like secret rolls, social skills affecting PCs, or Investigation/Perception retries, is that an action calls for a roll just about all the time. Do a thing, make a check. Fail that thing, do it again if you like, make another check. Players, as a result, frequently ask to make checks or "use skills" as some say. Concerns over "Metagaming" arise here.
Whereas, for me, there is an intermediate step: Do a thing, DM judges whether or not the outcome is uncertain and, if so, make a check.
Well, as one of the guys who likes secret rolls, I'm afraid I have to dispute your theory, at least inasmuch as it applies to my group. I'm totally with you on the middle point- "Is there a need for dice at all?". But we differ on what constitutes that need. I feel that uncertainty improves the game; it certainly does for me as a player, and when I'm DMing, the fact that the pcs don't always know for sure seems to enhance things for both myself and my players. So sometimes the need to throw the dice arises because there's a chance of failure, but sometimes it arises because the players don't know whether there's a chance of failure. For example, I still roll a d20 if they search for secret doors where there aren't any.
I also don't often have players say things like, "I use Persuasion to try to talk her into letting us see the prince..." Instead, since 4e, I've tried hard to encourage them to tell me what their characters are doing, and then let me tell them when to roll a check. So it's "I try to talk her into letting us see the prince by showing her the note from the spymaster", to which I might respond, "Make a Charisma (Persuasion) check". But I usually don't make rolls on social interactions until someone says or does something significant enough to affect the way an npc sees them or interacts with them. You don't get to roll a Persuasion check to try to talk down a price just because you BS with the smith for ten minutes.
The DMG says that "By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world." Concerns over "metagaming" don't arise as a result.
I don't see that this has anything to do with secret checks. To me, "I rolled a 20 on that search check, so I know there's not a secret door here" is the exact opposite of immersion. Which isn't to say that your playstyle is any less valid than mine or any less fun at your table; we just have different preferences.