Ovinomancer
No flips for you!
So, I need to make a check to growl in your game, with the outcome of that growling to be left to the GM? Or to speak in a certain way, with no expectation of outcome? I have issues with some of the others, but these stand out as fairly glaring.well by RAW the DM is incontrol of everything but PCs (including all things the PC feels,sees,smells,tastes, and like 20 other senses) in my home games it is a little diffrent becuse we all like to horse around and add little things, but that is still 90% of my game.
nope, infact since we all know my defualt answer is "Yes, and" they almost never need to ask may they, or what will happen if...
except the part where the players trust the DM to control the world (including NPCs and Monsters) in ways that make the game fun and playable with a bit of challange.
again being successful at something AND getting someone (or something) to react to your success the way you want are two different things.
You ripped the bar off the door
You climbed the tree
You growled in a mencing way
You spoke an oddly specific and way overly gross and gorey speech and made him believe you meant it
You recalled the lore you asked to recall
none of these go father...
if the door is still magically sealed and locked it isn't openable even though you wanted to open it
If there was nothing up the tree you climbed it, but found nothing
If growling at the guard made him yell for back up you still scared the poop out of him
You made a great Intimidate check (even if the way you said it freaked out the table and paused gameplay)but instead of just taking your money he fell back scared and those dogs you wanted to buy are now in full protector mode.
If the lore isn't enough to know who cast the spell, you still made the check and sucseeded in remembering it, I gave it to you, but you still need to find out who cast the spell.
As I've said, you're absolutely fine to do all of this -- the rules of 5e are terrible in this regard and leave entirely open the GM ignoring the results of a roll or finding a way to walk back or thwart any success however they want. Totally fine. I disagree violently that this is the only way to play, a particularly great way to play, a useful counterargument to engaging with player intent, and has anything at all to do with trust. The trust bit is usually a smokescreen for "just go along with this, the cool story I'm telling will be worth it in the end." I have loads of trust for my players and from them when I run 5e, and I don't do anything at all like many of the examples you're suggesting here.