I thought I’d contribute to Martin’s Blogging for GMs project.
Last night Jennifer and I were talking about calling for die rolls in adventures. I repeated a bit of truth that I’d read on an advice site: don’t roll dice when it doesn’t matter. (I can’t track it down at the moment; it was delinked long ago.)
For example, if the PCs are coming up on a hallway junction, it’s usually not worthwhile to call for listen checks. Why? Well, you’ll generate a result per person, usually with the effect that someone will succeed. (Enough die rolls and someone’ll usually succeed.) And they’ll turn to their companions and say “I heard X”. All of the time checking skills, gathering rolls, etc. boil down to a bit of information everyone winds up with anyway, which is a waste of time.