Well, my experience with published adventures is mostly Monte Cook's Return to the Temple of Elemental Evil, The Burning Plague, a few Dungeon advantures I've read or run and the RPGA's Living Greyhawk and Living Arcanis campaigns.
In all of those, I would say that time constraints--either due to external circumstances or spell durations are a often a significant factor.
In Return to the Temple of Elemental Evil, for instance--at least up to the Crater Ridge Mines section which is as far as our campaign went--most of the exploration would typically be done under time pressure since the forces of the various temples react fairly quickly to assault.
Anyone who's played the Burning Plague module will know about the time constraints there.
In general, however, the more sneaky the party is trying to be, the more important time will be. The examples aren't really idiosyncratic or contrived at all (the first two coming from published RPGA adventures and the second coming from my home-campaign actually). In the case of the shipyard, any urban break-in mission will hew fairly closely to the template. Most places you would have to break into have guards, in most urban areas, simply killing the guards isn't a good option--even for an evil party--unless it can be done silently and stealthily (which is a challenge in its own right). The presence of those guards and regular patrol patterns mean that taking two minutes to check a door for traps is far riskier than taking 6 or 18 seconds to check or triple check the door. It's one thing to break into an area and stay for 2 minutes (total) without being noticed; it's another to break in and stay for five, ten or fifteen minutes total. Rogue-centric situations are almost ALL time sensitive.
The case of the ruin patrolled by drow is pretty much going to fit the tempate of every adventure where competing sides are attempting to find something and the party doesn't find it practical to simply walk into their enemy's camp and kill them all. If the enemy wants a mcguffin X in location Y (that might be trapped), PCs will have to move quickly to find mcguffin X in location Y before reinforcements arrive. The degree of time pressure will of course vary but it will never be practical to take 20 on every five foot square of location Y unless location Y is very small indeed.
Even in the first example (drawn from the now retired "Isles of Woe" RPGA scenario--which does have a time limit of several days in which to explore the entire island before the superstitious sailors who dropped you off will return to pick you up again), a party that can explore on "their own time schedule" but taking 20 will cause significant problems. If one bless, shield, or enlarge person spell wears off before you get to the second battle, that's not a big deal. If, on the other hand, you explore three empty rooms and now the stoneskin and heroism spells wear off before the first battle, that is a problem.
I suppose you could have the party not use expensive spells like stoneskin and just explore a half dozen to a dozen rooms per day using the take 20 method but that's likely to cause random encounters to wear down the party. And, in any event, it seems to me that adventures with NO time pressure (where the adventurers can afford to explore only six rooms in one day) are a lot rarer than adventures where things have to be done within a reasonable amount of time.
The standard situation is most certainly NOT a rogue at the head of a party so patient and unpressured that they can afford to take 20 on every five foot square of each hallway or room. In fact, even taking 20 on doors and likely places for traps often presents a risk.
dcollins said:
I can't agree that these examples occur very "often" -- in fact they're the kinds of suggestions that come up in these Take 20 Search discussions that seem very idiosyncratic and a bit contrived. I haven't seen very many published adventures (actually, any) that include such scenes. The standard situation for a rogue searching is at the head a party exploring on their own time schedule, and that's the key situation that Take 20 Search needs to be rationalized for.
Time-constrained adventures are very much the exception, not the rule.