But, whether or not this rises to your own personal value of significance of consequence is to me meaningless.
I believe that this is a guiding principle of Elfcrusher’s, in the same way that “never tell the players what their characters do” is one of mine. There’s nothing necessarily wrong with everyone in the group wanting a try at a check, but it’s something Elfcrusher finds undesirable at their table, and so they (he?) tailor the way they adjudicate actions to avoid it happening.
@Elfcrusher: If I’ve correctly identified your reason for not wanting to call for checks that don’t have outcomes worse than not attempting, have you considered adjusting the way you handle teamwork? Personally, I think the Group Check rules are kind of rubbish. What I do is, when there’s an action that the party is working on together as a group, I determine if the action would succeed if any individual succeeds (for example, when sweeping an area for a hidden enemy) or if it would fail if any individual fails (for example, when trying to travel stealthily as a group). In the former case, I ask that the character with the highest modifier make the check, and grant them advantage if anyone in the group would have advantage. In the latter case, I ask that the character with the lowest modifier make the check, and impose disadvantage if anyone in the group would have disadvantage. I find this covers most situations where everyone would want a go at something.
And no matter how they get across it, they've now put themselves in a position where they've cut off their own escape route...
Why? If the goal of the pit is nothing more than some potential resource attrition (where resources can be anything from time to hit points to stealth) then making them work to get across it is the whole point.
And, as I just said above, the presence of the pit behind the PCs once they do get across it makes escape a no-longer-straightforward prospect.
Isn't a GM-requested WIS/Perception check to notice the gargoyles before they start dropping rocks really* a form of saving throw?
* As in, its real function in play.
Right, I nearly put that in my post - if Gygax had added a "Surprise" column to the saving throw table nothing too fundamental about classic D&D would be different, and maybe the game would still be using a save for this purpose, and at least that particular bit of the discussion would not be so contentious.Interesting thought, perhaps harkening back to "check for surprise".
Because the 'fix' only serves to create bigger problems: loss of mystery from the player side, player knowledge put at variance with character knowledge (leading to either players having to self-police or to metagaming, neither of which is desireable), and loss of realism are but a few.
I don't really see how saving throws fit with "goal and approach" at all. Or maybe it would be better to say that they look like a fairly uncontroversial exception, and then whether a particular table uses a more expansive approach to saves (including these sorts of Perception checks, or even knowledge checks as "save vs ignorance") seems more a matter of taste than a fundamental cleavage in resolution methodologies.
Right, I nearly put that in my post - if Gygax had added a "Surprise" column to the saving throw table nothing too fundamental about classic D&D would be different, and maybe the game would still be using a save for this purpose, and at least that particular bit of the discussion would not be so contentious.
I don't really see how saving throws fit with "goal and approach" at all. Or maybe it would be better to say that they look like a fairly uncontroversial exception, and then whether a particular table uses a more expansive approach to saves (including these sorts of Perception checks, or even knowledge checks as "save vs ignorance") seems more a matter of taste than a fundamental cleavage in resolution methodologies.
This is probably because saving throws change the resolution from fortune at the end to fortune in the middle. The difference being that dice are used normally after all the lead in fiction is set to determine outcome while a saving throw is made and then the lead in fiction is crafted to match the outcome. They are, fundamentally, different mechanical approaches.I don't like saving throws at all and would prefer it if D&D 5e handled it more like Dungeon World's Defy Danger where at least the player has the opportunity to decide how he or she wants the character to defend against the attack. I get that we're stuck with saving throws though mostly due to legacy design. And to some extent I also justify it with the idea that some proposed defenses against an attack by the player would just be silly attempts to use their best stat and just shouldn't work, so the game just chooses the most appropriate one for you. But at least in some cases, there's definitely some reasonable wiggle room on how one might defend against an attack (e.g. quick thinking to avoid some of a fireball blast instead of it always being a matter of reflexes).