Well that’s interesting. And I suppose I could posit you a half dozen “what-ifs” and that you might answer something like “that’s why ‘I roll perception’ works in all cases.” Fair enough - it does work.
But let’s say I’m DM-ing a game and you’re a player. As a table, we’ve agreed (for whatever reason; mystery, whatever) that I will make all dice rolls behind the screen for all players and NPCs alike. All the players will need to do is say what they’re characters are doing in the game world. Does/would that change how you play?
I ask this because when I first started I was 8 years old and playing with the neighbor boys, he oldest brother was the DM (and this was the old AD&D) and he kept literally everything behind the screen, rolling all checks. Also we only had one set of dice, and maybe that was a big reason he rolled everything. Later in life when I played 2nd edition onward, the ThAC0 roll and the attack matrix were player info and we did get into the habit of calling rolls instead of stating actions. Only since like 4E have I (and my tables) gone back to narrating actions. So I just wondered whether “who rolls” would change the way you might approach the game world.
Personally I wouldn't do anything all that differently. If the player says they're checking the door for traps, they're checking it for all sorts of traps. I'm also going to assume they know what they're doing and I'll give them the benefit of the doubt on the approach. If they're trying to notice something out of the ordinary or listen at the door, then they're going to catch anything a perception check would catch.
BTW, I do encourage people to take a more narrative approach, but much like the DMG talks about style when doing RP I don't care how a player states their actions as long as it's clear. I'd say it's clear at least 80% of the time and if it's not I ask for a clarification.
But this is not a new opinion for me. I've never liked the "tell me how you..." even back in ye olden AD&D days. I'm not a thief, my PC is. My PC knows how to safely check a door for traps, I don't.
Yes, you very clearly indicated that a failure for insight would be no information. This is not a consequence, it's just the status quo. Nothing has changed, so therefore no consequence.
I've said this before, you ignored it last time as well. This evasive answering is very indicative of less than earnest engagement.
You're the one so dead set that there must be a setback before a PC can attempt to do something, not me. If someone tries to climb the wall that can't be climbed, they may not realize it couldn't be climbed until they tried. If an NPC is telling the truth, they'll probably get a "they seem to be telling the truth". When it comes to traps and whatnot, there definitely can be serious setbacks. Or if they need to climb a cliff and falling could be deadly of course.
Didn't say gotchas, said I dislike using mechanics to instill paranoia. You, clearly, enjoy using mechanics to engender paranoia, via asking for approach just to instill it or answering success with not resolving the uncertainty, just smearing it around a bit and leaving it uncertain. Personally, I think a door that tries to eat someone to be damn cool. My players would, too, and they'd be able to clearly see how their approach led to getting eaten by it.
Depending on the campaign and group, yes I promote a sense of paranoia. In other campaigns, not so much. In a campaign of political intrigue, not knowing who you can trust, paranoia is just one of many tools in the toolkit.
Sometimes goals are obvious. That doesn't mean that a statement of approach is no longer needed, or that the goal doesn't exist. Sometimes, though, the goal isn't obvious. If a player is sniffing a door for perfume in my game it would be because I've already established that the scent of perfume is a marker for a thing the character cares about. If your assuming that I'd have this happen in my game at a random door, you're off base by a large margin. That declaration in my game would be a specific set of circumstances that had a clear line traced through previously established fiction to the present moment, and it would be very important that perfume is or is not on the door. You keep assuming we play as you do, with vague traps that might be on any given door, but this is not the case. You cannot evaluate it as if it is.
My point is this: If someone says "I'm a bit paranoid about this alley, I look cautiously for an ambush before I enter. Can I get a perception check?" I'm going to tell them about the trap on the ground even though it's not an ambush. If someone is using insight (however invoked) because they believe someone is lying, they're paying close attention to the person. They may pick up emotions other then deception such as fear, love, envy, any number of hints and clues not related to lying. In those cases I think the goal is kind of meaningless. If the goal is not obvious I ask for clarification.
Sure they do, to highly competent tomb raiders. There's holes in odd places, discolorations, mismatched tiles, etc. If you actually treat traps as utterly invisible until the player guesses it's time to make a check and succeeds (or invests in a high passive score to avoid secret traps), then you should take it as given we play very different games. To me, traps aren't gotchas that players can stumble into, but are encounters all their own -- they have tells and signals because I want the players to interact with them, not hide them.
As I've stated before, if people think their PCs would be paranoid about a trap they get passive checks in exchange for moving more slowly because they're being cautious. If they're particularly paranoid because they want to open a chest or jewelry box because they're objects that would be logically trapped then they can roll and use the higher of their passive or the roll. But yeah, in my games there's not going to be a neon sign. Then again doors that get used all the time aren't going to be trapped either because that would just be dumb IMHO. Obviously using passive values does mean that there will be times when someone's passive is so high they detect every trap in which case I'll just narrate it.