Lanefan
Victoria Rules
I really like the example other than the bolded line, which is very jarring for two reasons.DM: The door has a padlock on it.
Joe: I take a closer look. Is it trapped?
DM: I am hearing your goal is to find out if it’s trapped, could you be a bit more specific about how you try to find that out?
Joe: I don’t want to touch it or anything, I’m just giving it a thorough visual inspection.
DM: You don’t see anything out of the ordinary for a padlock of this make.
Joe: Ok. I want to try to pick it.
DM: Alright, it’s going to require DC 20 Dexterity check to open, and I’ll add a die to the time pool.
Joe: Hmm… Alright, but I want to spend inspiration to get advantage on the check.
DM: Sounds good. Alice, what are you doing during that time?
[I’d go around the table getting everyone’s action declarations before proceeding to resolution, then…]
DM: Ok, how’d you do on that lock, Joe,
Joe: Only a 17, so I haven’t got it open yet.
I’d then proceed with resolving the other players’ actions, re-establish the scene accounting for what changed as a result of those actions, and ask what the players what they want to do. If Joe wants to keep trying for a half hour, that would be two repetitions of this cycle, but one of the advantages of this method is that he doesn’t have to commit to the full half-hour. After each attempt he can re-assess the situation and decide to keep going or try something else instead. As time advances towards the next complication roll, this may affect the players’ priorities and strategies, just as it would the characters’.
First, it tells me odds I shouldn't know. Far, far better would be something like "Early returns are it's going to be tough to open. Carry on?"
Second, it gives a needless peek behind the curtain with the specific reference to adding a die to the time pool. That's DM-side stuff players never ever need to know about.