Please don't roll a skill check unless I call for one. This is the one situation in which I am willing to suffer additional slowness for the sake of clarity and overall fun. If we're at this for a while, we might get to where players can call their own skill checks, but for now, please let me do it.
If you're interested in my reasoning for this, please hover over the spoiler text.
Spoiler text: (Highlight or hover over the text to view)
I will generally call for skill checks when an action has been committed to that has the potential to change the scene directly, or has a chance of failing in an interesting way. When I say "action" I'm talking about some real, overt change: moving into a new location, activating something, spending significant amounts of time, saying words that can't be taken back. What I'm not talking about are things like thinking, looking at something, or trying to recall information.
So, I won't call for a Perception check if a character is looking to see if there's an ambush laid ahead. I won't call for an Arcana check if someone is trying to figure out what lever to pull. I would instead call for a Perception check when the party has decided to move forward and an ambush is present; success would mean that the PC was not surprised by the ambush, failure would mean they were, but either way the ambush is happening. I would call for the Arcana check when they pull one of the levers; success would mean they pulled the correct one, failure would mean they did not.
The point of this is to bias the game for action, not avoidance. I very much do not like rolls intended to gather a lot of information before moving forward, because this delays any action and often leads to protracted discussion, and more questions and more rolls.
I will tell you information that I have, if you want to know it. I will happily share whether or not there's an ambush. If you want to avoid it, I can create a skill challenge to enable that possibility. I can't tell you which lever is the right one, but I can tell you what will happen if your Arcana roll results in you pulling the wrong one. I'm not trying to entrap you, and if you don't want to proceed given the information I provide, you don't have to. There should be other options. But I may post a question to understand better what challenges you'd be more willing to face.
If you're eager to use one of your skills, please let me know that, along with what your intended goal for the skill use is, and I'll let you know the kind of action I'd be looking for to trigger such a roll.
The following is not a rule variant, but clarification. Many people believe the game works otherwise:
When rolled for a skill check, natural 1s do not result in an automatic failure, or incur any harsher penalties. If someone's skill modifier is high enough for them to succeed on a 1, then they succeed.
When rolled for a skill check, natural 20s do not result in an automatic success, or garner any additional benefits. If someone's skill modifier is low enough for them to fail on a 20, then they fail.
If an effect gets better or worse with a high or low roll, a 20 or a 1 has its normal effect according to the effect. For instance, it is possible that a very low result on a Thievery check can have consequences other than lack of success. With one's skill modifier, a 1 might still be enough to avoid those circumstances.