I find myself using skill challenges simply to fill in gaps in the adventure. One of the more common uses is simply getting from point A to point B.
For example, the party aims to reach the top of a mountain in order to kill/obtain something. The skill challenge is used along with the general narration of their climb up the mountain. Typically, failed checks would lead to encounters on the mountain side or loss of healing surges. If the overall challenge is a success, than the final confrontation is often either made slightly easier, or some environmental change will provide the party an edge that wouldn't be there otherwise.
I would say the main problem to my system is that the overall success of the challenge is not necessarily obvious. Especially in a case like the one described above. In the event your challenge ends with some form of human interaction, then success is made all the more clear based on how the PC ultimately reacts.
The system works fine in my opinion, but players will not always contribute based on skills. Thankfully, any nature oriented challenge has tons of options which keeps the entire party involved. The above can easily use Athletics, Acrobatics, Endurance, Perception, and some knowledge checks. Enough for everyone to be able to do something.
If you start a challenge like this while the party is at base camp...then you immediately add in all the social components as well as they get information on the mountain prior to physically climbing it. This challenge then becomes something all players can shine at, and is broken up by several encounters to complete the overall adventure.
For example, the party aims to reach the top of a mountain in order to kill/obtain something. The skill challenge is used along with the general narration of their climb up the mountain. Typically, failed checks would lead to encounters on the mountain side or loss of healing surges. If the overall challenge is a success, than the final confrontation is often either made slightly easier, or some environmental change will provide the party an edge that wouldn't be there otherwise.
I would say the main problem to my system is that the overall success of the challenge is not necessarily obvious. Especially in a case like the one described above. In the event your challenge ends with some form of human interaction, then success is made all the more clear based on how the PC ultimately reacts.
The system works fine in my opinion, but players will not always contribute based on skills. Thankfully, any nature oriented challenge has tons of options which keeps the entire party involved. The above can easily use Athletics, Acrobatics, Endurance, Perception, and some knowledge checks. Enough for everyone to be able to do something.
If you start a challenge like this while the party is at base camp...then you immediately add in all the social components as well as they get information on the mountain prior to physically climbing it. This challenge then becomes something all players can shine at, and is broken up by several encounters to complete the overall adventure.