Swarmkeeper
Hero
And I'm earnestly happy that you do so, as it makes us 5e'ers think more deeply about how we play. No one is asking you to apologize for it. Of course, your arguments would hold more weight if you actually experienced the mechanic in the context of playing a 5e game. Just sayin'.When I see a bad mechanic I'll call it out, no matter what edition it's in, and won't apologize for doing so.
Also, do as you will, but it might be nice for those that aren't familiar with you if you would occasionally addend your commentary in 5e threads with something like: "I prefer how it works in 1e which is..." or similar. There are new people joining 5e and the forums all the time, so it would be good to parse what's what with advice.
Actually, I'm doing neither of those things. I'm just following the 5e rules for Ability Checks. 5e DMG p237 for those following along at home.You're either forgetting or wilfully ignoring the flip side: that being there's always a meaningful consequence to a success.
I dunno, the 5e rules seem to work really well for fun at our table and many, many others. You ought to play 5e for several sessions to experience the totality of it. "But this is the way we've always done it" truly doesn't apply when playing the newest edition, IME. In fact, it causes more angst at the table than you might think to try to play 5e as if it were partly a prior edition. One can end up fighting the rules and/or awkwardly kludging together rules in that situation potentially resulting in unsatisfactory gameplay. Things run much more smoothly IME by simply letting the 5e rules work as intended.In this case it's that the party can move on; which by extension means failure equalling no change in the fiction is always a valid outcome. Put another way, 5e has it backwards: you should call for a check if a) there's doubt as to the outcome and b) there's a meaningful consequence to success.