And on the other hand, I must really give credit for people being willing to put their concepts in writing to share with others. The fact is that
@iserith has taken the trouble to provide a point of reference. What is good in the guide is that he considers passive checks as well as active, and - rather too assiduously for me - concerns himself with immediate consequences.
I would say not every consequence needs to be immediate, and some can just be inherent in the check, like failing a check to recall an important bit of information. It's hard to really capture play at the table in written dialogue and I think one can sense that in a certain over-brightness and over-specificity of the player-DM exchange. While I can see that creative application of the rules is helpful encouragement, a guide might take more care to arise in an explicable way from RAW.
I appreciate what he tried to do, and I get not wanting to put out specific details. On the other hand, while nobody can write a perfect document, if you put a document like this out there you have to be open to criticism and suggestions.
Taking the example of climbing the cliff specifically, I think a breakout sidebar might be good. Explain the thought process and options. I mean, I'm just kind of guessing as to why the climb check is even related to the birds at all.
And then again, I'm also starting to think DM's should be more open to variant skill checks. I'm conflicted, as I believe it is important to vest each ability with value and not let dump stats be without consequence by allowing glib players to fall back onto their primary or secondary abilities. On the other hand, there do seem to be scenarios where a variant application makes sense. Of course, that would need to be called out if in a guide.
I use variant ability/skill combos now and then. One wizard trying to persuade someone else might be more of an intelligence check than charisma. That half orc intimidating someone by lifting them up by the front of their shirt using strength for intimidate. For me though, it does have to make sense in the narrative it's not just an anything goes. But I will also say things like "Give me an athletics check, but you can use strength or dexterity because ___".
That could add a lot of value. I mean, one can hardly complain if the person doing the writing does not serve ones every wish, but on the other hand, it would be good to see alternative ways to play out the same case. You mean also in different DMing modes, right?
Yeah, different modes of handling non-combat challenges with examples would be ideal.
Maybe even just have say 2-3 narrators. Brief blurb at the top saying what approach they like. Then go through the different scenes and talk about how they would handle it. No arguments, just "Here's how I'd handle it and why". It's stuff you could probably gather reading through threads, but that can be a slog.
There's nothing wrong with having different approaches but without actual concrete examples it's difficult to understand what people are saying. You mentioning not understanding how the birds played into an athletics check is not saying the example is wrong, it's saying that we need more explanation of what the DM has in mind.
As another example, in the PDF there's a line where it says: "I try to recall what I know about beetles like these." Now this is something that as far as I can tell Iserith is really adamant on. A player never says "Can I make a nature check to know what these beetles are?" is not allowed* I guess? Personally I'd be okay with that because it just means the player is reminding me that they're trained in nature.
Neither way is "right" IMHO, but you could do that back and forth and both sides just stating their case in a sentence or two.
Last, but not least, it can be tough to have people question what you say. But there is no one right way and feedback can be meant as constructive even if the person on the receiving end doesn't feel that way.
*I tried to get clarification from him at one point but he blocked me for asking questions like this.