#dnd tip for exploration encounters: Make sure that there are consequences for failures, or partial failures. But a failed check should not stop an adventure from continuing. If failing to pick a lock or break a door has no consequences, don't bother having the check.
— Shawn Merwin (or a poor clone) (@shawnmerwin) February 25, 2019
That was a bad example. There should be obstacles in place for any goal, so aside from blocking the critical path is it effective to slow progress as a consequence? I find the moments where I’m able to introduce consequences narratively to be more rewarding. I think the consequences can be mechanical, narrative, or both: whichever is more evocative to your players. So failure to take down a door could be that when the find an alternate route, the monsters in the room have adv. on initiative/cannot be surprised.
— Shawn Merwin (or a poor clone) (@shawnmerwin) February 25, 2019
Or narratively, the delay in getting into the room means something changes. Some prisoners are dead or dying. The ritual is further along than normal, or got completed. Or even later, something changes that makes some drama that wouldn't be there otherwise.
— Shawn Merwin (or a poor clone) (@shawnmerwin) February 25, 2019
I’d add to that that there are plenty of ways to have consequences that don’t directly involve failure, IE getting through the door takes so long that the creatures on the other side of it have advantage in the first round because they had time to prepare and plan for the PCs Exactly this, as I noted in a later reply. Consequences can be varied in both form and severity. They can be mechanical, narrative, or both. They can be highly amusing or deadly serious.
— Shawn Merwin (or a poor clone) (@shawnmerwin) February 26, 2019