Ok, that’s more or less all true of my game as well (though I simply set the DC at the time the action is made, rather than having a base DC that can be modified depending on the action, but that’s a process distinction I think wouldn’t lead to meaningfully different gameplay outcomes). So I’m not sure what you were trying to express with that example.
You've also said you explicitly tell the players the DC. That telling the players the DC, the stakes, etc is something you explicitly do.
Here's something that's absolutely true for me:
game speak breaks immersion.
The second people start talking about checks, DCs, hit points, saves, etc...immersion is over. Done. The only way to be immersed is to not use game speak. To only talk about the world and the fiction of the game. The moment game speak comes in, immersion is broken.
So when you suggest explicitly using game speak and I say that breaks immersion, that's what's going on. All of your suggestions in the thread have revolved around bringing game speak explicitly to the fore and centering it in the moment. That's antithetical to immersion and verisimilitude.
Knowing the cost of each attempt and the likelihood of success is what allows the player to make a reasonable estimate about how long it’s most likely to take, but they can never know for sure.
And that's not something the character would know. The character knows their skill level, they don't know how tough the lock is. And they certainly don't know the future enough to say how long the lock would take to pick. This is where we're hung up on verisimilitude. You're centering the game and its mechanics so the player can make good
gaming choices. That's antithetical to immersion and verisimilitude.
Quite possibly. Or you might be surprised. Neither of us know for sure.
Or maybe you don't assume we haven't tried to do things your way already and found them lacking. I can't speak for Oofta, but I have run things basically as you suggest. It was the least satisfying boardgame I've ever played. No immersion, no verisimilitude. It was D&D as boardgame instead of D&D as immersive fantasy world. I don't disagree with you simply to disagree. I disagree with you because I've done it your way and it sucked for me.
The less the game is centered the more immersive the experience is. That's simply a fact for me. No amount of you saying "but the gameplay" is ever going to change that. No amount of you arguing we should center the game is going to change that.
EDIT: Or, even better, combat. Like, pretty much everything that happens in it. The player can’t know precisely how the character should swing their sword to have the best chance of killing their opponent. They lack both the character’s martial knowledge and their direct experience of the opponent’s position, stance, demeanor, movement, tells, etc. So, we use game mechanics to abstractly represent the things the player isn’t able to directly experience.
Right. And, if you've noticed, a lot of people complain about how the normal state of the game stops dead when combat starts.
Here you are, trucking along, following the play loop, narrating...immersed in the world and the fiction...then suddenly it stops and the mechanics take over. To me, that's bad. Keep the mechanics out of the way, out of our mouths, and keep narrating.
The mechanics can abstract these things without us having to center them and speak them. Any time you stop talking about the world and the fiction you're stopping the immersion.
P1: "I swing my sword..." DM: "You hit! How bad is the wound?"
is a more immersive exchange than
P1: "I got a 19 to hit." DM: "You hit! How much damage?"
It's dead simple to keep things in the narration and immersive mode. Roll in the open. If you're on a VTT, you already are. You don't need to use game speak. It's better for immersion if you don't.