Skill Challenges were a good concept with poor implementation and were often misused by 4e adventure writers and DMs. The concept of "Rules and Instructions for making Skill-based Challenges" is a very good one; the problem was the boiling down of whole encounters into a single X successes before Y failures task.
Exploration is about the big picture, it's traversing the dungeon it's moving between two cities or trekking into the wilderness.
I think you are focusing a little to much on one form of exploration. Exploration is just as much find out what is in an old closet as it is about find out what is on the next continent.
Your post mate, boil exploration into some kind of an encounter, now I'm all in favor of environmental encounters but these are not exploration.
Did you actually read his post and the one right before it that it was in reply to? Nether one was implying that exploration should be "You need X successes before you can get to the next fight."
While combat, social and environmental encounters are about the dice rolls (to varying extent) exploration is about the resource game, food, water, endurance, carrying capacity, light sources,movement rates etc.
For some people that is true. Other would rather do the Indian Jones Map transition and only zoom in on the interesting parts and would rather not track what they feel are unnecessary details. they want to focus on the things like crossing an old disused rope bridge or climbing a shear cliff and not the 3 weeks of travel over rolling hills.
It's a mode of play that should be as detailed as combat, it should get its own time keeping unit (why the hell did 3e gotten rid of turns??) it should have rules for spotting, entering or avoiding encounters, it should allow for resource attrition and some classes should be able to excell in it (I'm looking at you thieves and rangers).
You seem to me to be preaching to the choir as if they were heretics, because I doubt anyone in this thread would argue with you that exploration should have the potential to be detailed and interesting and that Rangers and Rouges should excel at preforming related tasks.
3e stopped using the word "turn" as a time measurement to avoid confusion with a character's "turn." Minutes and Hours are perfectly good time measurements and a "turn" was just 10 minutes.
And most important, players should be able to solve exploration encounters (meaning environmental encounters) by expanding resources rather than just rolling a d20.
Not everyone likes tracking resource consumption, but others love it. The rules used in 5e need to be flexible or modular enough to cover both ends of the spectrum and all of the space between.
So crossing a raging river might require one character to strip down to his lion cloth and swim to the other side with a rope (so he need to roll a swim check) tie the rope to a tree (maybe even tying several for added security) (a tie rope checks) and depends on the number of ropes or the tie rope checks resultes a balance check for each character trying to cross with penalties for encumbrance.
The players should (roughly) know in advance how many turns it would take them to cross, but other option would be trying to find a shallower place to cross (and how long that might take and would probably require some sort of a wilderness check) or maybe building a raft and using it to cross over (again using a bunch of rolls for building and stirring the raft safely to the other side without capsizing).
All of the above should cost resources; time, items, spells etc. and failure should have consequences from not being able to cross at all, losing a lot of time, being swept off by the river, losing equipment in the river, catching Hypothermia from falling into the river, to out right drowning.
Uhm, Kamikaze's post was talking about a way to mechanically handle that.
I read a great article right here in ENworld about why we like rules in our RPGs, it's a great article you should read it


but the same is true about exploration, just like in combat where we want clear rules and guidelines so we can know the consequences of our actions and how many decision points we got exploration (and diplomacy) deserve the same attention.
Warder
Attempting to troll those who agree with you is often counter productive.