hawkeyefan
Legend
...this might come into play; though in truth it's far more likely that instead of stumbling directly on to an oasis they'll have stumbled on to a trail or tracks leading to it, or have seen someone/something going toward it.
But is this not coming out of thin air, per your previous posts? What are the criteria for something being crafted out of thin air, and something showing up in a way that's not out of thin air?
The distinction seems to fluctuate.
Not necessarily: even if you fail the jump and fall to the alley you could still - given a bit of good luck - manage to land safely (maybe you'll take a bit of temporary hit point damage or equivalent but you won't pick up any injuries that will immediately impede your speed or gracefulness) and be quiet about it.
I think it's likely a question of what the rules of whatever system we were using would indicate. A fall of significant height usually does damage of some kind in most editions of D&D and many other games. Allowing a player to somehow mitigate that may be possible or it may not. Being quiet seems less likely..."I make sure that when I hit the cobbles, I do so quietly" ....but perhaps mitigating the fall in some way would also lessen the sound? I could see a GM judging that way. I could also see a GM say, "no, you hit the pavement and it sounds like a body hitting the pavement".
Yes, they can. My point is that absent those rolls as idea-prompts most GMs will at best only come up with two or three potential mixed outcomes on the fly, rather than the six that are possible. I'd rather see them all be in play, and the added rolling puts them there.
I don't think that's really the case...at least not generally. I think having 3 possible outcomes, one of which covers several of the outcomes and possibly more, makes it more flexible and ultimately allows results beyond combinations of the Success or Fail states for the 3 checks you've offered as an example.
If you-as-player know the game is being run at low (or no) lethality you can have your PC be a lot more gung-ho and risk-takingly heroic than if you know or believe that death awaits around every corner thus making survival and safety goal number one. And sure you can risk other things than just death, but losing out on those still means you're able to come back and fight another day. Death, absent affordability and-or availability of revival mechanics, doesn't.
Gah! Meta-gaming!!!!! Run for your lives!

Honestly, this is one of my major gripes with D&D. The characters are meant to be bold and daring.....they face death down regularly. Yet the game may, depending on edition and approach, reward cautious play.
Talk about immersion breaking.