GnomeWorks
Adventurer
To expand on that idea, Kamikaze...
What if, in addition to combat-centric defenses, characters also have environmental defenses. Moving through wilderness and such, the environment makes some kind of attack roll analogue against your defenses. Higher character defenses would represent wilderness know-how, seeing disasters coming, that sort of thing, while higher environment attack rolls would indicate, say, bigger storm systems that are harder to avoid, or sudden changes in environments (like landslides) that are harder to detect ahead of time.
You could also do wandering encounters like that, as well. Scouts would have higher defenses against wandering encounters, so they're less likely to be spotted, making scouting a useful thing to do.
If the environment "misses" the party, the exploration encounter doesn't occur - they see it coming and avoid it, bypass it, or otherwise manage to deal with it "off-screen." If it "hits" the party, then they have to deal with the encounter, potentially starting off in worse position in the encounter depending on how badly they failed.
For a wandering encounter, if it hits the party really hard, it becomes an ambush. If it hits the party rather well, the party is ill-prepared for it, but it's not an ambush type situation. If it hits the party on the nose, the wandering encounter and the party are both equally surprised at the event. That sort of thing.
You'd then play out the exploration encounter until everyone is in safety, using the sort of skill challenge-type thing you're talking about, or the combat is over, depending on the type of encounter it is.
What if, in addition to combat-centric defenses, characters also have environmental defenses. Moving through wilderness and such, the environment makes some kind of attack roll analogue against your defenses. Higher character defenses would represent wilderness know-how, seeing disasters coming, that sort of thing, while higher environment attack rolls would indicate, say, bigger storm systems that are harder to avoid, or sudden changes in environments (like landslides) that are harder to detect ahead of time.
You could also do wandering encounters like that, as well. Scouts would have higher defenses against wandering encounters, so they're less likely to be spotted, making scouting a useful thing to do.
If the environment "misses" the party, the exploration encounter doesn't occur - they see it coming and avoid it, bypass it, or otherwise manage to deal with it "off-screen." If it "hits" the party, then they have to deal with the encounter, potentially starting off in worse position in the encounter depending on how badly they failed.
For a wandering encounter, if it hits the party really hard, it becomes an ambush. If it hits the party rather well, the party is ill-prepared for it, but it's not an ambush type situation. If it hits the party on the nose, the wandering encounter and the party are both equally surprised at the event. That sort of thing.
You'd then play out the exploration encounter until everyone is in safety, using the sort of skill challenge-type thing you're talking about, or the combat is over, depending on the type of encounter it is.