That’s fair. Honestly I think the dreaded “gotcha DM” gets a worse rep than he deserves. It’s just another style of play, and as long as everyone knows what they’re getting into, it can be very fun.
Sure! This comes down to a question of priorities, and for me personally, empowering the players to make informed decisions is a higher priority than creating a realistic world. Realistically, weapons and armor should become damaged and eventually break with use of not constantly maintained. Does that mean the game would be improved by including rules for weapon and armor degradation and repair? Maybe. Depends on what you want out of the game. Personally, it’s not what I would want to spend my game time focusing on, even if it would be more realistic. Likewise, it would certainly be more realistic if hidden dangers weren’t always clearly telegraphed, but that added realism would come at the cost of the kind of game experience I want to create. I like my D&D games to have that From Software challenging-but-fair vibe, where you succeed and fail based on your choices, and when you do fail, or fall into a trap or whatever, you can look back and see what cue you missed or what choice you made that lead to it. I find it makes success feel more rewarding and failure seem fair. For me personally, that feeling is much more important than realism.
So to sum up: D&D as sport rather than D&D as war. OK, got it.
Keep in mind, that auto-success is only possible if I’ve already determined that the approach has a reasonable chance of achieving the goal (and a reasonable chance of failure). So we’re talking about something that it is entirely possible could lead the players to find this hidden compartment. If there’s no pressure, they can just keep at it until they find it. Sure, theoretically they might get bored and give up before that happens, but that’s not a very interesting outcome. I would rather assume they are eventually successful, and montage through the process.
Where I'm not willing to make that assumption. Their one roll determines success or failure.
It’s right there in the 3rd (.X) Edition rules. But it’s not in the 5th Edition rules. I prefer 5e style, personally. I always found that very unsatisfying in 3.X; too disconnected from the fiction. How come that natural 1 was my best effort on this DC 15 lock, but on the next one my best effort was a 19?
Even though the DC is the same the actual locks themselves are not, and something about the first one stumped you. (and if they were in fact identical e.g. mass-produced prison cell locks I'd give you a significant bonus were you to try the first one again, and you'd get a new roll as something material - in this case your knowledge of that specific lock - had changed).
How come I opened the last new jar of coffee with my bare hands but for this one - otherwise identical - I need a tool?
What’s actually stopping my character, in-universe, from trying again anyway and why don’t I get to roll a die for that attempt?
Because the assumption is that your initial roll already included that attempt, and any others you may make under that particular set of conditions and circumstances. This is explicitly intended to put a stop to the notion of simply rolling until you succeed*. If you want another roll you have to do something different, or gain a level, or gain in the relevant stat (Dexterity, in this case). Straight from 1e, and IMO still the best.
* - in case it isn't already obvious, while 3e has its good and bad points the one rule it had that made me want to vomit every time I met it is take-20. Take-10 isn't great either, but at least it still allows a chance of failure.
That’s not the kind of cost or consequence I’m talking about. It doesn’t prevent the players from trying again.
That's my point: there shouldn't be a "try again" unless something is materially (and significantly) different from what was in place for the first roll.
In the altar example: the party Rogue tries - and by "tries" this assumes she throws every trick she has at it, possibly taking a few tens of minutes - and fails (as determined by her roll) to find a hidden compartment. What can the party do to give her another shot? Dispel Evil or similar on the altar, if successful, would in my eyes be enough of a change to give her another roll...maybe the evil aura was part of what was concealing the compartment and-or clouding her judgement. A Bard might be able to pull a legend or tale out of his memory that has info on how these evil guys build their altars and where they put the secret bits - boom, another roll (quietly modified by me based on whether the Bard's info is accurate or not).
Oh, and rolls like this are always made by me as DM. Why? Becuase as the character doesn't know if she failed due to her own bad form or because there is in fact nothing there to find, I don't want the player knowing this either.
Lan-"sometimes it's best not to look too closely at where Bards pull their tales from"-efan