At out table, I'm giving the player the stakes before they roll. They describe an intimidating action and their goal which, in this case, is to get the orc to run. I, as DM, determine that the outcome will be uncertain and tell the player what happens on a success and what happens on a failure. The success state should be somewhat related to what the player wanted their PC to accomplish. If it is something completely different b/c you, as DM, don't think their goal is possible, then you might as well say that the outcome is certain and declare that the action fails. The orc punching the fighter on a successful ability check for the fighter is... not something I would pull on a player. That is most definitely not a success.
we are back to ripping the bar off the door doesn't open the door. saying what your PC/NPC does and how they want to do it (even if in short hand by naming game mechanic like a skill) is still what you do... the world reacts to you and you react to the world.
you can tell your PCs before the roll what will or wont happen, that is cool, but not RAW, (I don't even disagree, I would be cool with you saying "Okay roll, but if you success or fail you don't get to dictate what the orc does in responce")
and as far as it being a 'not success' aka a failure, not the failure would be the orc laughing.
See above - you called for roll even though you, as DM, knew the fighter could not accomplish their goal. This seems like cognitive dissonance to me.
they CAN succeed though, they can intimidate the orc. what they can not do is then because he is intimidated take control and dictate what he does when intimidated.
What does "the PC determined that the effect was out of line" mean? I'm not picking up on your short hand here.
I copy pasted the scenario from above... so if the orc intimidates the player "to make him run" all the orc can do is intimadate or not intimidate, the PC then has the same options the DM did above... so laugh/punch are both possible outcomes, so is cry for help, so is run away, so is draw your weapon, so is cast a spell, the orc intimidating you does not mind control you... this is NOT suggestion.
And, just a side comment here, while were on the topic. Several of us have tried to understand your playstyle. Yet I don't see a similar effort on your end. Do you understand our playstyle at all?
I not only understand it, I played that way in 2e and 23e. I even understand how you read the rules, I just disagree with it. I can understand it though.
I'm not into adjudicating by feel when it comes to rolling dice. The players deserve to know what means what before getting into situations that could be bad for their PC.
I mean they should have atleast all the information there character would have...maybe a bit more. I think the sphere of anniliation in the demon mouth dungeon entrence would be jerk move in a random dungeon...but if they know they are about to play a meat grinder adventure with traps and tricks it is fair (even if it isn't what i would do...)
If they still go for it, that's on them. If I don't give the stakes and the PC suffers b/c of how I "read" a roll result in the moment, that potentially leads to "gotcha" situations - inadvertent or otherwise.
and with clear communication and understanding of your players, and you trusting them and them trusting you, and this sort of thing being a corner case... gotchas can be fun (in small doses) i undterstand that the same way we don't keep secrets some DMs don't have the world respond, I also understand how to play in both... I dislike games with every roll being a gotcha, but I also dislike games where I havbe to explain how my character does something he can do that I can nott...