The resource management aspect was mainly to provide some spice and keep it from just being "roll until you make it", which is pretty boring. But maybe not the best choice in a theory-focused thread.This is different from the MHRP example I had in mind. I'm not familiar with the Storyteller system details, but this reminds me of a cross between a 4e skill challenge and a Torchbearer Journey, which I put together in my third dot point in my second post upthread. Because it seems to have a resource-management aspect that is not really a part of MHRP.
The Storyteller system has a few variants, but generally works by rolling d10s equal to the sum of a character attribute and skill, each of which is rated on a 1-5 scale for regular people (or 0-5 for skills). Every die that's a certain number or above (in some iterations this is a constant, in others it's a variable) is a success. For basic tests that's basically it, and the number of successes determine how well you did. For extended tests you roll at certain intervals and work toward accumulating a certain number of successes. In some cases, this number could be variable as well – for example, a chase might end when one side has gotten X successes more than the other, either representing catching up or getting away.
In this case, the extended test would be something like "roll Perception + Survival once per day until you reach a total of 10 successes."
In this case, the extended test would be something like "roll Perception + Survival once per day until you reach a total of 10 successes."