A check must necessarily have been a result of an action that was attempted and, because there was a check, then the action that was attempted was not trivially easy or impossible and carried with it a meaningful consequence for failure.
This is the framework in which we're operating.
Not that I’m aware of. It says to make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard, and it says that until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. But I’m not aware of anything that says to make the check when there are no enemies from which to hide and to hold onto that result until there are.Yes, isn't that what the book says to do? Roll check then hold it?
I'm really wanting to say that this is the framework in which we are all operating, and the only disagreement in the thread at all is over what is "meaningful consequence for failure". However, maybe there is some aspect to this I'm not getting.
Not that I’m aware of. It says to make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard, and it says that you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. But I’m not aware of anything that says to make the check when there are no enemies from which to hide and to hold onto that result until there are.
I would be too, in part because the rules say so little about Stealth at all. I think the big about the result of your check being used to contest Wisdom (Perception) checks until you stop hiding or are detected, and the later bit about how Stealth interacts with passive Perception are where people get the idea from that they should just make the check right away and keep the result for when it becomes relevant.I certainly don't have the whole book memorized, just the parts we're always arguing over. So I'd really be interested to see if there is support for the assertion to which you're responding. I don't think there is and I'd be really surprised if I was wrong.
As for disagreeing over what is or isn't a meaningful consequence for failure, it's kind of a pointless debate without all the specifics of the context in play which is impossible to account for in these discussions. Examples have proven to be problematic as the details of the example are obsessively focused on to the exclusion of the point the example is supposed to make.
And anyway what is or isn't meaningful is also entirely up to the DM so it will just vary and we're going to have to make peace with that. If someone wants to say that an attempt to recall lore always has a meaningful consequence for failure, well, that's their call. It's not the call I'd make, but there's little hope of convincing them otherwise as I see it. That is especially true if they view actions and checks as the same or have a mindset where they want to see more rolls in the game in general, perhaps because they think this rewards player investment in skill proficiencies or combats "metagaming."
As for disagreeing over what is or isn't a meaningful consequence for failure, it's kind of a pointless debate without all the specifics of the context in play which is impossible to account for in these discussions.
And anyway what is or isn't meaningful is also entirely up to the DM...
Yeah, I used to feel this way too. Then I read some very good DMing advice and decided to try just not worrying about metagaming. And not only did it not ruin the game, it actually improved it quite a bit, because we were no longer wasting time on meaningless rolls made only to disguise which rolls were important. Players acted with more confidence because they were empowered to make informed decisions. I was able to stop fretting over when it was or wasn’t appropriate to tell a player that their character believed something spurious or didn’t know something that’s common player knowledge. Now I look back and I can’t figure out what I was afraid would happen if players acted on out of character knowledge. Literally only good things came from letting it go.I see that as a big problem, in that it's giving the players info their characters don't know and then expecting them to play as if they don't know it.
Any time they say they're being stealthy, get 'em to roll - if the roll isn't needed right then, either take it under advisement for later if-when it is or tell them that the first bit of sneaking has gone [badly-normal-well] based on the roll.
In general, meaningless rolls are important because they help disguise the rolls that actually matter, and thus prevent (or greatly mitigate) any metagaming.
I don't think I "proposed" that methodology. It's been discussed many times prior to this.
That's not a definition, it's the proposed goal in this thread. Rolls can be meaningful if success leads to a change in game state, even if failure does not. But that's not what I wanted to discuss.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.