As GMs, how do the rest of you deal with failed tries on skill tests?
As an example, recently my group was stuck inside a prison, outside the scope of my notes (they decided to keep playing into the sketchy realms of what I had planned, and then went a direction I had not planned yet). While there, they were attempting to escape by various methods. I wasn't sure if they would make it out, so I didn't break their concealed tools or short out the doors when they failed their tests. However, this led to the situation where they would attempt to try the test again immedietly. I didn't want to provide a (literal) get out of jail free card, but neither did I want to break the knives of those who managed to smuggle them in, or short out all the power in their cell, leaving them bored.
Really, it was my first time GMing, so I have some thinking on my feet skills to learn. I should have maybe broken the knife, caused the locks to jam, and need further skill tests, shorted the power for D10 minutes or so, things like that. But overall the players said it was fun and were excited about coming back. Some had played in other camaigns before, so I take that as a good sign.
What do you all do?