>>5744047In the same vein as tabletop games, you should only be calling for a roll if there is both a reasonable chance of success or failure, and a meaningful choice is being made. for example, I consider it very pointless to have a role for a character who is an accomplished fighter to simply defeat an average opponent. If the players have chosen to make this character both strong and skilled in their chosen fighting style, then the check is simply a measure of how much they have invested in that specific activity. Therefore the roll is only valuable if it is actually difficult to accomplish as a collective game, because players are not usually controlling their own individual characters who they can specify and make unique. This is why my quest I usually frame rolls as being a collective game or challenge as opposed to being a measure of a character's skill or abilities.
However there was also something to be said about filler updates. this may be an unpopular opinion, but I don't see anything wrong and having an update with only one reasonable choice or action, such as a simple roll that is highly likely to succeed. You may do this to stall for time and pacing to pace out larger updates, or to show the growth or progression of the players in the quest via the modifiers of the roll.