I believe gameplay and narrative are both important and each should serve the other to the best of their ability.
Obviously they’re never going to be 1:1, but that doesn’t mean ludonarrative harmony isn’t worth pursuing.
Fair enough. I think we more or less agree here in principle, just maybe not in specific practice....
For the fiction to reflect the roll result, a roll of a 2 must necessarily reflect 10% of what the character is potentially capable of.
....like this. The die roll has nothing to do with what the character is
theoretically capable of; instead it shows the best the character is
practically capable of, right here right now in this particular situation. Further, the result is binding until and unless something materially changes in the fiction.
Put another way, when a roll is called for and made, doing so commits both the player and the DM to allowing that roll to drive what comes next in the fiction.
Obviously the PCs don’t always act to the best of their ability, that’s (part of) the reason we roll dice when an action has a possibility of success, a possibility of failure, and a cost or consequence for failure.
Excatly - and this bolded bit is exactly why
not to allow infinite rerolls. Otherwise you're assuming they always do act to the best of their ability, or will if given long enough.
Whether it’s logical is of little consequence compared to whether creates enjoyable gameplay. Now, what’s enjoyable will of course vary from person to person, but most people don’t enjoy the game grinding to a halt. If you do, knock yourself out.
I’m glad you had a good time doing that, but it sounds painfully boring to me.
It was fun trying to come up with off-the-wall ideas. Frustrating too, but that's the point.
That’s not what difficulty means.
A task requires both a goal (what you’re trying to do) and an approach (how you’re trying to do it). Picking a lock, breaking a door down, using a key, casting knock, and shouting at the door are all approaches to the same goal, therefore they are all different tasks. That was precisely my point - picking a lock was a poor example to use in support of your position that DCs should exist “in the wild” independently of character actions. The lock doesn’t have a static DC to pick it floating there, an attempt to open the lock by picking it is resolved with a check, which has a DC. That DC may vary based on circumstances and the particular approach being taken.
I don't see it that way. The lock has a DC, period. Variances due to circumstance and-or particular approach are reflected by granting bonuses or applying penalties to the roll*, not by changes to the DC.
* - yes this requires thinking outside the very limiting advantage-disadvantage box and actually applying hard plusses or minuses to the roll; no big deal to anyone from pre-5e days but a large step for those who started with 5e.
Yes there is, it’s boring. Maybe not for you, but for most players.
Gameplay can and does come to a halt when a failed check results in the inability to progress. It can of course be started back up again, but it does stall. And in my experience. most players don’t care for that. I certainly don’t.
Again, you're mixing up stalled story progress in the fiction with a stoppage in gameplay at the table. These are - I repeat - not the same thing.
But do your players care? I can tell you, if my players regularly had to take all night to get a door open, nobody would ever come back. And I wouldn’t blame them.
I would.
Players who can't handle a little frustration now and then aren't players I want to bother with.
It'd be like saying hey, let's watch the ballgame on TV and being told no, that's boring, just watch the 30-minute highlight show later. Sure that 30-minute highlight show has all the key moments; but clearly there was way more to the game than just those key moments, otherwise it wouldn't have taken three hours to play in real time.
Once again, you’re describing a task that has a consequence for failure and no consequence for success. I’m asking for an example of the opposite.
EDIT: Though I see now that I mistyped initially, so that’s an understandable mistake.
Now I've no idea what you want.
You asked for something where the
only meaningful consequence was for success, and at least one other poster gave you that. Then you asked for something where the
only meaningful consequence was for failure, and I gave you that. In each case you complained that it wasn't what you were looking for. Well, there's only four options: meaningful consequence for both, one, the other, or neither. "Neither" seems pointless. "Both" would be uncommon but it can certainly happen. And you've been given examples of the other two.