Since the original thread has been 100% derailed into a discussion about how and when you should get to re-roll for picking a lock...
Does anyone in this thread see these two scenarios as being different and would one but not the other occur at your table?
Scenario 1
P1: I want to pick the lock.
GM: OK, give me a Lockpick roll.
P1: I got a 7.
GM: The lock doesn't budge.
P1: I try again. I got an 18.
GM: OK, now its open.
Scenario 2
P1: I want to know if his religion is tied to Tiamat.
GM: OK, give me a Religion roll.
P1: I got a 7
GM: You don't remember anything like that.
P1: I try again. I got an 18.
GM: Yes it is.
In both cases, in my game, they would be treated much the same.
First, there would be the nig decision by the GM of are both pass and fail possible?
Assuming it doesnt get auto-success/fail, then the DC is chosen and they roll.
In both cases, I tend to use the some setback options giving them some info that is helpful to get close to success with a different approach
and a setback that either prevents or discourages repeating the exact same way.
Maybe for the lock they find its vulnerable to being forced or sprung by another means that will be loud or take more time or ve more brute force or using some material they saw in another room, etc.
For knowledge, maybe they remember reading about it, know someone with more knowledge, or maybe a card song ssid something so a musical cue could... but also, they likely get some positive and false leads too... with enough to let them know "dont bet the bank on this."
So, mechanically, in both cases, the immediate reroll would be unwise - disadvantaged and expect bigger setbacks, and a change in approach much more desirable.
Narratively, uts still much the same, the failure still moves events and enables more progress, just likely in different directions than the original plan.
I myself font buy into the "either know or dont" at the roll stage. To ne that is at step 1 - auto-success/fail. By the time we get to rolling, its about recall here and now.