In the metagame, perhaps. From the character's point of view - and she's the one trying this action - she does the best she can at that time and in that situation; and that's what the one roll is modelling for me.
I understand that that’s the logic behind the “your first
try roll represents your best attempt” approach. That’s exactly why I don’t like it though. It desynchronizes the player experience from the character’s experience. It’s what all the anti-4e crowd used to call a “dissociated mechanic”
Again, only in the metagame. Your character can't see your dice.
Yeah, but I can see my dice and it bothers me that what they say isn’t consistent with the fiction.
Which is good. A lot of this whole issue regarding fail-forward etc. seems to revolve around difficulty mitigation and-or removal of obstacles; things which IMO 5e already does more than enough of.
I don’t think that’s true at all. Generally people who use progress with a setback do so to keep the game moving forward, not to mitigate risk.
When you say "DCs aren't out in the wild", I kind of disagree in that any given thing e.g. a lock is going to present the same difficulty whether or not someone is trying to pick it at the time. Put another way, the lock always has a DC to pick.
I figured you’d disagree. But, no, a given task isn’t necessarily always the same difficulty. It depends on your approach. Picking a lock is a poor example here because it’s actually an approach to the goal of opening a locked door - as opposed to, say, breaking it down, which might have a different DC and different consequences for failure. Or using the key, or the knock spell, which might not require a roll at all. Or using the wrong key, or like shouting at it to open or something, which also wouldn’t require a roll at all, though for a different reason. Each task must be evaluated individually to determine if a roll is necessary to resolve it at all, and if so, what the DC and consequences for failure are.
There's no such thing as "no consequence for failure", though,
That’s not true at all. Some failures just lead to the status quo being maintained, especially when there is no time pressure (note that I consider periodic checks for wandering monsters or other random encounters to be a form of time pressure.)
as gaining the knowledge that you can't do something is still a consequence;
Not in my game it isn’t. Again, I detest the “your first
try roll represents your best attempt” approach.
as is the fact that either something else now must be tried or the goal of passing the obstacle must be abandoned.
Right, this is another reason I don’t like the “your first
try roll represents your best attempt” approach. It means failure often just halts the game’s momentum, rather than contributing anything interesting to the gameplay.
Might I ask why you avoid the bolded bit? I far prefer a sliding-scale type of resolution to straight-up pass-fail, when it's possible.
I find the simplicity of pass/fail rolls* quite elegant. There are times when degrees of success/failure at different thresholds can be useful, but I find them pretty scarce.
*note that pass/fail isn’t necessarily binary, because a failure sometimes means no progress and sometimes means progress with a setback, and always means some kind of cost must be paid or consequence must occur.
I do, in that it seems far more believable than always being able to give your best-ever shot at something.
That’s not a
gameplay benefit. I understand that (for you) it’s more believable, I just don’t find that a compelling reason to use the technique when it creates ludinarrative dissonance and often causes failure to bring gameplay to a halt, and does nothing positive for gameplay in exchange.
Also, it's not "your first try represents your best attempt" but rather "your first roll represents your best attempt", in that you're concatenating what might in the fiction be a series of tries or attempts into one roll.
Sure, I can use that phrasing if you prefer.
Odd: we agree on Take-20 but probably come from opposite directions to do so.
Yep. I suspect you’ll find a lot of 3e mechanics we agree we dislike, but come at from opposite directions. This is why I generally think agreeing on problems doesn’t really matter much if you don’t agree on solutions to them.