For things like picking a lock or climbing, if there's no immediate pressure or consequence for failure (like guards approaching) I usually allow retries, but with the understanding that continuous failure means it's probably too difficult for them right now.
For knowledge checks, a failed...
Totally get where that group is coming from. For some, rules-heavy means predictability and a shared understanding of the game's physics, letting players strategize based on defined abilities. It feels "fair" because everything's explicit.
On the flip side, rules-light fans often value...