I'm A Banana
Potassium-Rich
I tried having inclement weather, but I realized the tension of "we're cold" is kind of minimal. In combat, the party has mechanical options to let them work toward success, and their choices feel concrete -- make an attack, or move here, or heal my buddy. And your choices affect how your opponents react.
...
I kind of feel like skill challenges try to inject mechanical tension into something that in previous editions I would just have left to interactive storytelling, often with the result of actually reducing tension and player involvement. Sadly, I'm not sure what would make for a palatable noncombat challenge mechanic.
Man, I have been grinding this axe since I first ran smack into Skill Challenges. WotC needs to give me things I can do out of combat to affect the success of my character's goals that are unique, concrete, and that aid the narrative flow, rather than gloss over the information.
My best solution is to boil down the flow of a skill challenge to the flow of a dungeon. Branching options, dead-ends, traps, "monsters," resource management....I still don't think it's a perfect solution, but it gets at it a bit better.
Also, KM, pardon my language pet peevery, but it's "lose" (rhymes with ooze), not "loose" (rhymes with moose).
We are all of us doomed without good editors.
