cmad1977
Hero
The problem here is that if I have to make an Athletics check at disadvantage, then I'll probably learn that it's not worth doing and not try again. In fact if I have to make a skill check in order to make a second roll such as an attack roll, the same problem remains.
This is part of the issue. Stunts need to be a better option than what is capable of being done otherwise. There is an opportunity cost. (This tends to become more significant when characters get their second attacks as then the opportunity cost of being unsuccessful increases.) 4e, which did have a stunt system, had this issue. You had to make an additional roll to do a stunt, which was the equivalent to having disadvantage.
And this means stunts tend to suffer from being at a tactical disadvantage. It is almost always better to make two attacks for regular damage than one attack for double damage. You are also usually better off, tactically, sticking with predictable outcomes, something you negotiate with the GM is by definition unpredictable.
Leaving it up to the GM demands the GM have a rock solid grasp of the percentages and odds for resolution.
It's not just will the GM let me do it, it's will the GM make it worth doing? (In the first case the answer is usually yes. In the second it's almost always, in my experience, no).
This is why the Dungeon Crawls Classics system works well. There is never an opportunity cost for attempting something beyond just attacking.
Maybe people just don't worry about the tactical tradeoffs. Maybe they just play 5e as some kind of collaborative storytelling (although it boggles my mind that you would use this system to do that.)
You’ve had bad DMs.
I don’t know what to say. My players do things that are off their sheets all the time. Sometimes at disadvantage or advantage(and man, disadvantage isn’t all that bad and is often mitigated by a variety of things).
If you don’t take actions your character might take because they might be hard… you’re not playing an RPG you’re playing a board game.