Auroran_Sky says:
I needed to take the time to fix my bow. I think that took my entire turn, but I'm not sure
It did. I thought it was better than accidentally shooting Devanis, though. :)
So, I am firmly of the belief that a roll should only be required when failure is interesting. For instance, when looking for something that
is in the room and isn't hard to find, having someone not see it due to a bad roll (that someone else could just successfully do right after) seems uninteresting to me. I'd prefer to keep things moving, or come up with a more interesting way to fail it (making the search take longer, even if it's successful, when time is of the essence, for example). I still want you guys to roll whenever you think a roll might be required, but just because the roll is low doesn't mean you are unsuccessful. You just might not succeed as well as you'd hoped!
I realize this isn't how some people DM, and if you get lower than the DC then you're screwed and that's too bad, buuuut... my goal is always in telling an interesting story. I'm not saying that I'm ignoring the dice rolls if they go poorly for you, but I'll favor a more interesting result over a "Failure, and your turn is wasted," result. Assuming that I can think of one.