So when a player says to me/the party "Hey, I could probably bash this door down instead of unlocking it." Given that I probably didn't make an indestructible door, but might have been hoping for the party to take a more subtle route, I may not have considered that.
So, while I may go "okay, you can make that check", it was really the player who decided that that check was available to them.
But in your example he's described what he's doing. He's deciding that an action is available to him, not a check. He doesn't know a check's required. He doesn't know if you'll say "I'll need a STR check" or simply "It flies open easily". So it works in that example.
You'd need examples where he's not describing his action and only using the game mechanic, which is what I'm saying this approach to skills will naturally tend to veer away from.
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