OTOH, for skill checks, I would certainly give more information for the higher roll. Presumably, eventually anyway, my proficiency bonus will be higher than your ability bonus. Thus, I can do things you can't.
But, varying results for the same DC means that the DC has no actual meaning. And that's very much not how 5e works. Find where the 5E rules make this true.
A DC 15 lock is a DC 15 lock, regardless of who's picking it. Remembering that trolls are affected by fire is a DC X check, again, regardless of who is doing the checking. The DC's in the game are meant to reflect the reality of that game world. When you start varying results based on who is doing the check, the system is very much not designed for that.
Not true. If a DM determines you have no reason to know how to pick a lock, he can say, "You don't get to roll. Sorry." The variance is that you don't have any knowledge whatsoever to be able to do the task. The DM can also determine you have no reason whatsoever to know anything about trolls if there is no reason you should compared to a guy with a skill that means he might know. In this edition, the DM has more fine control over the skill system and can very much decide to make having an actual skill more valuable than a basic attribute roll.
A high attribute doesn't mean you know how to do anything associated with that attribute. I'd like you to show me in the rules where it says that is true.
And, where does it stop. Is my untrained 15 Jump check different than your trained 15 jump check? Do we climb walls at different speeds? If the trained guy opens the lock faster, why can't my trained guy climb faster? Two characters are searching for tracks and one has Survival trained, but both have the same final bonus. What does that mean?
The DM could determine that you don't even get to climb a wall because it is too difficult and you have zero skill. For narrative purposes if the DM says general Athletics skill of a certain passive score allows you to climb a particular wall faster, yes, you get to climb it faster.
Skills are meant to have impact. The system is left wide open so the DM can make the skill system have impact.
You just stated why. A book on skills cannot possibly cover every eventuality without writing page after page after page. So the 5E skill system kept it very open ended, so the DM could make the skill system more exciting and cinematic up to and including making the resident egghead who takes knowledge skills feel like he really has a knowledge of a subject over Mr. High Intelligence guy with no proficiency. So every player just didn't get to roll his die and get lucky.
5e skill DC's have an objective meaning in the game world. Doing X is DC Y.[/b/]
Show me this rule in 5E.
I see this as a very, very deep rabbit hole to jump down, if you want to keep the meaning of skill rolls consistent. If consistency is not a concern, then, by all means, go ahead. But, no edition of D&D ever did this. I'm not sure why I should start now.
I have no interest in keeping the skill rolls consistent and I do not believe skill rolls in 5E have an objective meaning. Already played the system where both those statements were true. I have an interest in making skill rolls interesting and impactful at key times in the adventure, preferably with a cinematic flair the player can picture in his mind's eye. I think that is what the 5E skill system is built to do. I don't think it is built to have an objective meaning. That is why it has been left so open-ended unlike 3E/
Pathfinder or perhaps 4E where many skill checks were predetermined. I think the 5E skill and ability check system is wide open for DM interpretation to allow for "theater of the mind" play featuring cinematic action.
That's what it seems like to me. That's how I intend to run it. If you prefer an objective system that makes thing more concrete, by all means have at it. I don't think the system was designed with that intent save for a few important combat maneuvers like grappling or shoving.
It isn't a rabbit hole at all. Skills have always been rather meaningless save for combat. Even Knowledge skills in
Pathfinder were mostly used to determine vulnerabilities and powers in combat. If a skill didn't have an impact on combat, players often ignore it as do DMs. I like that 5E has accepted this pragmatic view and now lets DMs determine how and when to best use skills to cinematic effect in an adventure.
5E is very well made for those of us that like to tell a story. That understand little game nuances like not allowing every player to roll a die when the DM calls for a knowledge check. For those DMs that know how to make a high Dex guy with Acrobatics stand out from High Dex guy with no acrobatics who gets a lucky roll. For those of us that know how to use a skill system for cinematic effect. That's why you don't see all the DC tables you used to see in previous editions for every single thing. 5E is a back to basics skill system that leaves a great majority of skill adjudication up to the DM. Fortunately for you, you have enough info to make DCs have "objective meaning" if that is your preferred play-style. Just as those of us that want to handwave the majority of the stuff can do that as well.