Zappo said:
Pazu's idea is a good one too. Instead of saying "I use Intimidate", I say "I draw my sword, point it at his throat, and threathen him of killing him unless he lets me pass now".
What I'd do instead is
"I use Intimidate"
"Ok, roll"
"Uhm... 2. I glare at him, suddenly and menacingly point a finger at him, and then find out that I've got nothing witty to say""He grins and attacks..."
I think that's a great way to handle it!
The interesting thing is, depending on which way you work the skill check, the in-game results are slightly different. In your example (expanded below for elaboration purposes):
Player: "I use Intimidate."
DM: "Ok, roll."
Player: "Uhm... 2. I assume that fails, right?"
DM: "You bet."
Player: "I glare at him, suddenly and menacingly point a finger at him, and then find out that I've got nothing witty to say."
Here, the player creates an in-game explanation for why his attempt at intimidation failed, based upon knowing what the result of his skill check is. He just failed to behave in an intimidating fashion.
In contrast, consider an alternative:
Player: "I whip out my sword, point it at his throat, and threaten to kill him if he doesn't let me pass."
DM: "Ok, make an Intimidate check."
Player: "Uhm... 10."
In this case, the player has described an action that, on the face of it, ought to be reasonably intimidating to most folks. Integrating the result of the Intimidate check into the flow of the game now falls to the DM, rather than the player, based on what the DM has established the DC to be.
DM: (Having decided that the DC is 15). "He laughs and bats your blade aside with his gauntlet, saying 'I eat tougher things than you for breakfast.'"
So, in the second case, it falls to the DM to decide why an apparently-credible threat fails to be intimidating, whereas, in the first example, it's up to the player to come up with an action that represents a failed intimidation attempt.
I imagine that most groups probably run a combination of the two situations above.
-- Pazu