Combining my first idea and second idea, I get this variant:
Difficulty (based on what you are seeking)
Fairly well-known -> DC 10
Obscure, but known in modern times by scholars and specialists -> DC 15
Rare or ancient knowledge -> DC 20
Information never known to mortal ken -> DC 25
Information deliberately suppressed, ignored, or forgotten -> Increase DC by 5
Time
1d4 days per try
Number of Tries (based on where you are looking)
A small village -> zero; you need special DM permission to even attempt research
A small library, or asking the scholars in a large town -> 1 try
A large library, or asking around a big city -> 3 tries
A grand and ancient library -> 5 tries
An extraplanar repository of thoughts and memories -> 7 tries
When you are out of tries, you simply can't find the information in that location. It's beyond your capabilities. Someone else can try, though, and you may try to find other information there.
All of these ideas I'm coming up with hinge on the idea that research itself is boring; it merely points the way towards more interesting gameplay. If you find the information your adventure goes in one direction. If you fail to find the information (either by failing the roll or running out of time) your adventure goes in another direction.
Difficulty (based on what you are seeking)
Fairly well-known -> DC 10
Obscure, but known in modern times by scholars and specialists -> DC 15
Rare or ancient knowledge -> DC 20
Information never known to mortal ken -> DC 25
Information deliberately suppressed, ignored, or forgotten -> Increase DC by 5
Time
1d4 days per try
Number of Tries (based on where you are looking)
A small village -> zero; you need special DM permission to even attempt research
A small library, or asking the scholars in a large town -> 1 try
A large library, or asking around a big city -> 3 tries
A grand and ancient library -> 5 tries
An extraplanar repository of thoughts and memories -> 7 tries
When you are out of tries, you simply can't find the information in that location. It's beyond your capabilities. Someone else can try, though, and you may try to find other information there.
All of these ideas I'm coming up with hinge on the idea that research itself is boring; it merely points the way towards more interesting gameplay. If you find the information your adventure goes in one direction. If you fail to find the information (either by failing the roll or running out of time) your adventure goes in another direction.