Some games include a clearly defined method for allowing players to opt not to roll in favor of accepting a certain minimum level of success. For example, Ubiquity has its "Take the Average" mechanic where players can opt to take a number of successes equal to half their die pool instead of rolling, and Storyteller 1st ed allowed players to "Take the Auto" (1 success) when their die pools met or exceeded the target number.
Storyteller also allowed a spent point of Willpower to add 1 success to a roll, but a roll still had to be made, so that mechanic or a similar one is not what I am after with this question. Other mechanics, which may or may not have contributed to the development of this one might be the concept of the GM waiving a roll for the player if their skill was high enough to merit it. BRP from 1981 expresses this concept, as does Storyteller a decade later, and other games in between and after. Likewise, this is not what I am after with this question.
I am inquiring about the first instance of a mechanic which enabled the player to opt not to roll under clearly defined circumstances, in return for a minimal level of success. (Of course, this mechanic may have first appeared as a GM tool rather than a player tool, for when an NPC or creature was in use. Such an answer would be good to know also)
In what game(s) did the option to gain a minimum level of success in exchange for not rolling first appear?
Note: This question has been edited to reflect the contributions of several solid answers, in hopes of narrowing an answer down.