I've dealt with Skill Challenges as a DM, and also as a player, and to be completely honest, I don't like them very much. Don't get me wrong; I
understand how to use them, and I like the concept very much, but my experience has been that they feel really ponderous when placed in an actual game.
The first time I used one as a DM, it involved the players navigating an ancient swamp in search of a ruined fortress. Players could use skills like Athletics
(climb a tree and see if they're headed in the right direction, perhaps), Endurance (trudge through the swamp directly?), Heal (to avoid poisonous plants,
maybe), Stealth (to scout the area up ahead), Perception (to check for goblin tracks), History (to see if they could recall any learned information about the
area from before it was swampland), Nature (check and see from which direction the moss is growing, maybe?), Arcana (the ruined fortress is full of dark
magics, and perhaps those trained in sensing such things might be able to help discern its general location), etc, etc etc. I really tried my best to cover
all my bases; I even went as far as to say that players could only use certain skills once per Skill Challenge, and I made the DC of the Endurance check raise
slightly each time it was used, to simulate the fact that it gets harder to keep going when you're forcing yourself to move. All in all, I didn't
really like it. And I don't think the players liked it much either.
The main issue, I think, is that it's a situation that could have simply been roleplayed through. Odds are, if the players in 3e had been asked to trudge
through a swamp in search of a fortress, they'd still use all those same skills, but their actions wouldn't be confined to the mechanics of a
skill challenge.
I recently picked up the Open Grave book, and in it, there's a sample skill challenge where the PCs have to cross through a land controlled by a vampire
dutchess. The skill challenge states that it's meant to be implemented over a series of days or weeks. The PCs can use skills like Diplomacy (to win over
the local townspeople, who have no love for the evil dutchess, and might be willing to help them), Stealth (to avoid undead patrols), Endurance (to "rough
it" through a thick forest, where they'll encounter an old hermit who loved the Dutchess while she was alive - he reveals that dropping his name to
her, if they're captured, might be beneficial, providing a bonus to Diplomacy checks against her), Heal (to set a village boy's leg or something, so
he'll scout ahead for you), etc, etc, etc.
The issue here, again, is that this is entirely unnecessary. All of this stuff could be RP'd out; when the PCs arive in town, they might decide to use
Diplomacy to try and win over the locals on their own, without having been forced to use the skill by the challenge. They might also decide, on their own,
that heading up into the forests to avoid patrols might be a good idea - and once they're in there, the DM could describe everything that's happened
and ask for Endurance checks only if they apply to the situation, instead of simply because the skill challenge calls for an Endurance check if they enter the
forest.
I'm sure a lot of people have had success with them, but I think they're entirely inane 90% of the time.
lol.





