Maxperson
Morkus from Orkus
I think this depends on the table/DM outlook on the situation. From my standpoint, the only assumed thing there is number 1. Opening the lock. The other stuff is variable and would be something declared by the player that I would factor into the attempt.My bolding.
I agree to the principle, but the devil lies in the fact that we in trad play doesn't actually specify what is the failure mode for the task at hand. And most tasks can have several failure modes. This is the ambiguity that typically allow for fail forward in traditional play. In other words, I reject the bolded assertion.
Take the player saying "I pick the lock". A success on the roll typically would be expected to mean quite a few things:
1: The door is now unlocked.
2: The character did it in a reasonable amount of time
3: The character stayed silent while doing so
4: The door was left reasonably unharmed.
Which one of these are of the player's primary concern is generally not stated. For instance you as a GM might think that managing 1, 2, and 4, but making a bit of noise is an appropriate ", but" on a just barely succeeded roll. However the player might actually have preferred the door to not be opened (they could have taken the windows anyway) over making noise.
As such the approach that allow for the least GM bias would be the stance that all of these expectations is fulfilled on a success result. But what then about the failure result? To on a failure narrate "After working on the lock until dawn, your character loses patience, screams out in frustration and kicks the door so it leaves a dent" might be hilarious once, but is not conductive of a game that tries to take itself at least a little bit seriously. Hence the sane response to what should happen on a failure is that at least one of the things that would indicate a success did not happen, but not necessarily all.
And this is the conceptual "loophole" that allow for trad-fail forward. If you free your mind from the idea that it has to be number 1 that is the primary concern in the resolution, you could allow 1 while rather having one or more of the other success criteria fail.
This means that if the player says that his rogue is trying to unlock the door, he's not rushing, trying to stay silent or avoid damaging the door(though short of setting of a trap I don't see how this happens).
If the player is like wants the rogue to open the door quickly, because guards are coming, the roll will likely be at disadvantage from the rush. Failure would be a failure of numbers 1 and 2.
If the player wanted to stay quiet while opening the lock, he'd tell me that and I'd add a significant amount of time to how long it takes to open the lock. Success would be success at both. Failure would be a failure to open the door, but would not be a failure to stay quiet unless the player rolled a 1. The player sacrificed time to stay quiet and I wouldn't take that away without a critical fail.
What you describe would only really apply to DMs who don't build those considerations into the roll.