1 hour ago, RickInVA said:Seems to me that with some things the player knowing failure means they just keep trying
The GM is under no compulsion to allow repeated rolls for the same thing. Really, the players don't get to demand rolls for anything. They can ask, but it's up to the GM whether they actually get one.
Your examples can easily be narrated the same way whether the dice are hidden or not. So the player knows the PC failed and got 4 threat and you say "You have found a great spot!" The player knows this is possibly a problem, so now what? If the GM has a ticking clock (which should almost always be the case), then the PC can't just run around rolling dice until he gets the successes he wants. He's going to lose turns, be out of position when the action goes down, the plan that relies on him is at risk, etc etc. I think it's way more interesting (and fun) to have the player sweat a bit...the best spot they could find sucks for some reason they can't see...what, Oh What, will happen to them?? This is classic Star Wars "I have a bad feeling about this!" and you can milk it for all it's worth. This is an opportunity, not a problem
The player might decide, I need to move this PC as soon as I am able, but maybe that's the Threat...if they actually sit tight and make the best of the situation, they'll end up in a better position than if they panic and start acting on what they think they know. As noted above, the player doesn't really know anything, and you're free to deal with it as you see fit, to meet or subvert their expectations and provide the best entertainment.