Bill Zebub
“It’s probably Matt Mercer’s fault.”
I'm not who you asked, but I really like this question. I think time spent can be a consequence, because I think time is a resource that can (and arguably should) be managed in most adventures. Many if not all dungeon adventures. Success = immediate results, to the point of maybe getting a surprise round on the orcs, failure = results, but the orcs are ready instead. Or, as even further back (or maybe a different thread at this point, I've lost track), each check = 5 minutes pass, roll random encounters or keep track of the number of checks vs. the necromancer's ritual timer or mention that torches are starting to flicker and the party's starting to get hungry or so on.
Taking 20 is a great tool because it removes pointless rolling when it doesn't really matter, and because it also demonstrates the folly of ignoring time. The necromancer runs deep into his dungeon and starts the ritual. On his way, he locks six doors on his way to his sixth basement's six-sided Evil Inner Sanctum of Evil. GM starts the clock in his head --- the PCs have three hours to stop the necromancer. That's 36 dungeon turns or whatever-you-call-thems (I like "stretches"). If the party takes 20 on two doors, they might as well have not even been there. If they take 20 on one door, they're really starting to push things --- so the thief needs to be good, the party needs to be resourceful, or the party needs to be risky and take the unlocked, combat-heavy route.
The way I do this in Shadowdark is that an attempt at something costs a "crawling round" which increases the chances of random encounters.
So even though I would typically grant auto-success at picking a lock, it would still consume the thief's entire attention for that crawling round. Other characters can either think of something they want to do while waiting, or just wait.







