delericho
Legend
So, in this case, there are consequences to failure. And it's important. So yeah, in this case, rolling is a good idea. Nobody is arguing against that.
Thanks - I was starting to think I'd gone mad for a while there.

So, in this case, there are consequences to failure. And it's important. So yeah, in this case, rolling is a good idea. Nobody is arguing against that.
Instead of envisaging a railroad with a sidequest, imagine instead an entire rail network with lots of different paths. Some of which are gated off because specific rolls went against the PCs.
It rewards the player who invested character-building resources such that he can (usually) make that roll. This time out, it's the character who took the Religion proficiency. Next time, it may be the guy with Persuasion, or Search, or...
So, in this case, there are consequences to failure. And it's important. So yeah, in this case, rolling is a good idea. Nobody is arguing against that.
Unless the roll is literally without consequence then it always has stakes; it's just a question of how big they are. Even if the PC immediately retries and succeeds, they've still lost whatever time is taken in the first attempt.
Of course, there's a point where those stakes are small enough not to be worth bothering with (such as requiring a roll to bash down a door when the PCs can just keep retrying until they succeed). But the threshold for that will differ for different groups, and will even differ for the same group at different times.
Why do they need to know the stakes? They want the information that's gated by that knowledge roll. Deciding not to attempt the roll just means they go straight to the "fail" case.
I suppose one could consider it worthwhile to reduce the number of rolls in the game, such that every individual roll becomes that much more meaningful. But given the frequency that D&D resorts to using the dice anyway (because of the prevalence of combat), it really doesn't seem to be the game for that approach.
It rewards the player who invested character-building resources such that he can (usually) make that roll. This time out, it's the character who took the Religion proficiency. Next time, it may be the guy with Persuasion, or Search, or...
Side note, there's some fail forward in that example, which I'm a big fan of. I like the idea that a big beefy PC can bust down a wooded door, if determined; the check is more about how effective they are at doing what they do best.
This actually is another reason to avoid common rolls. If the cleric in the party has a background where he lived as a cloistered priest, and he's invested in religion and/or history skills, telling them that they know this without rolling because they spent all those lonely years studying dusty religious scrolls is a lot more rewarding to the player than watching the so-called expert roll a 2 on his check.
Of course, this is just for inconsequential information. Like I stated before, if the information is important or necessary, then rolling to see if they happen to know it is all good.
I wouldn't necessarily classify that example as failing forward. Eventual success (bashing down the door) was inevitable, given the task was possible. Failure (making a lot of noise) only occurred if the first check failed. You're not forcing the story ahead despite a failed attempt; you're enforcing consequences directly related to the PC's actions.
I'm familiar with node based adventure design, and I wasn't debating its merits. Perhaps this discussion spawned from a lack of a common starting point...
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We were originally discussing a Knowledge check involving a random religious icon with no context.
If the PC's randomly stumble upon the icon without context or stakes and it isn't a clue for a future scene or encounter, then gating adventure content behind a single roll or check is silly, IMO.
Also, knowing the stakes makes it less of a "gotcha" game. Some people don't like GM fiat because of that aspect, but this removes that entirely. The PCs are pros in a life and death profession. Being able to assess a situation makes perfect sense to me.
This actually is another reason to avoid common rolls.
Getting back to the topic of "Knowledge checks," my preference is not to make rolls to test PC knowledge. I'll just give them the knowledge they seek to know if it's reasonable to know it.
For example, if a wizard wants to try and remove a dangerous magical glyph, then that's something we might resolve with Arcana. Convincing the king to recognize the noble fighter's lineage and grant her a title could be a function of a History check as the fighter cites the intricacy of her bloodline. A Religion check might resolve how well the cleric reconsecrates the Temple of Life before the zombie horde breaks down the doors. And so on.