RE the bold addressed to me - please do not presume that i like whatever you have conjured up about my games that i have not said.
If you think i said i want my players to do what you just accused me of - i suggest you reread any number of posts to correct that false idea you put forth.
If you notice, my latest suggestion was treating it as a setback on a failed ability check per the PHb definition of a failed ability check - not the "pre-approach" scriptures some follow.
Character competence is assumed in my games but is confirmed by the character ability check results.
I'm not "accusing" you of anything. I'm simply stating my own preferences and why I wouldn't enjoy your game, based on what you last said. It is not an insult to say that you wouldn't like someone's game. It's nothing personal, simply a difference in preferences.
I'm honestly not sure what "If you notice, my latest suggestion was treating it as a setback on a failed ability check per the PHb definition of a failed ability check - not the "pre-approach" scriptures some follow." means. I'm failing my reading comprehension check.
I'll try and rephrase my question to discount the rather specific series of events we've all started focusing on.
A player has stated they want to make a skill check.
As the DM you determined the DC, and what success and failure look like.
The player rolls, and you narrate the results of their actions.
But then the player interrupts; either the outcome is not something they anticipated, or your narration of their character doesn't match what they thought they were doing.
How do you react?
Keep the consequences you decided on, but shift the narration to better fit the PC's retcon.
Change the consequences (perhaps rolling again) based on the PC's retcon.
Or keep the consequences, the PC should have been more clear.
(Or some other reaction I haven't listed)
And the real question, I suppose:
Wouldn't the whole thing have been easier if the player was in the habit of stating their goal and approach.
To me, this is largely a DM trust issue. If the DM gives an outcome that you didn't anticipate, hopefully that outcome will be more interesting. Now, if there is a breakdown in communication, fine, that happens. We can sort that out. But, in most cases, so long as the DM presumes a fair degree of competence, this sort of thing just doesn't happen or doesn't happen very often.
Like I said, when you don't insist on detailing every single step, then it keeps things nice and abstract and everyone's happy because nothing ever gets actually contradicted. In the rot grub example, it's cut and dried - success means you notice the hazard and can react, failure runs into surprise. And, IMO, 99% of situations are going to be that cut and dried, particularly when the DM makes it absolutely crystal clear that the DM is not going to screw you over for not detailing out every single action.
Iserith said:
The rot grubs are irrelevant and a distraction. Context will tell what is appropriate for the players to describe and, based on that, the DM to adjudicate. But I will demand reasonable specificity as to the goal and approach and will have telegraphed any threats so that there are no gotchas, as I have stated in this thread and countless others.
Again, I get that. And it works for you. Me, I'd much rather chew glass than deal with this on any ongoing basis. It would drive me to distraction to have to narrate that much. I'd tune out and start playing on my phone. At your table, I would be a TERRIBLE player.

Conversely, at my table, your insistence on detail would annoy the crap out of everyone else at the table and you would be a terrible player at my table.
It's not about right or wrong here. It's simply different priorities. Your insistence on Q&A with the DM before checks would grind my game to a crawl (or what I consider to be a crawl) and would bore me to tears. I'm simply not interested in that level of detail. I'm not. And I'm not going to apologize for that either. It's all about playing what you want. There is no actual right answer here.