iserith
Magic Wordsmith
I'm not sure about this. In general, I avoid making rolls for my players. I feel like they sit down around the table to roll some dice, and the less dice they roll for themselves, the less D&D we're playing, and the more freeform RP we're doing. There's situations where rolling for a PC might benefit the scene, such as with Stealth checks or even Insight checks, where you don't want the PC's to know how high or low they rolled, but for the vast majority of gameplay, I think it's more fun for players to roll their own skills. At least, I think it would be for me.
I guess there's a few camps on that. Some players can have a total blast with a session that involves not even a single die roll, and is entirely RP. Other players only really get engaged when the dice come out, and would quickly grow bored of a game where they never roll a d20 and add their bonus. This is probably something that needs to be hashed out at the table before the game starts. So far, from my observations and from the comments of some of the posters in this thread about my players, I'm betting my table is more in the dice rolling side of things, and would probably start to resent me if I always rolled all their skills out of combat. They might feel like I'm taking away some of their agency.
Yeah... I'd go with your gut on that whole rolling-for-the-players thing. In my view, there's not a single good reason to do that. Mostly it's done to curb "metagaming," but often that's because of how the DM adjudicates die rolls in the first place.
I recommend just being fair: If it sounds like the approach to a goal is a sure thing, say it succeeds, no roll. If it's a totally bad idea, say it fails, no roll (but make sure it's not because the player misunderstands the problem or lacks the skill or information their character might otherwise have). If it's uncertain, ask for a roll. A player who just likes to make rolls can choose to engage in uncertain approaches to things if they want. It's fully in their control to do that and you won't have to worry about making sure any particular ability check is seeing an appropriate amount of use. (It's not particularly smart play to do that, but it might be fun!)