In my Group, we use a "Skill Challenge" to make the process of resolving laborious tasks, that have many characters and "angles of attack" in an interesting fashion for everyone at the Gaming Table.
The "extended, collaborative check" in itself is no new concept:
With this, we did everything for years.
From Building a barn, repairing ancient machinery or investigating a crime from different angles (and much more)
Let me Explain the mechanic and their intention:
- Have an idea how many "successes" the Players need to perfectly resolve the Situation at hand.
- Set the Standard DC for any given Check, as a fallback point.
- Let the Players come up with Ideas to use any appropriate skill (persuasion to ask the local academy, Arcana for studying, whatever).
- Collect "successes" (say the DC is 15. So mark 1 Success for 15-19 for Example).
- Mark +1 Success for every 5-Point Step someone beats the DC. (20,25...)
- Maybe allow the Help Action for Advantages(?)
- See the number of Successes and from there decide what they can find out.
(In this particular Question: One Spell per Success?!)
More things to consider (that will take you like 2 Minutes when you have done it once):
- How many checks can anyone player make? (Should be equal so everyone has the same chance to completely make or break his part)
- How much time does one a check cost the group? (So maybe you want to limit the attempts by this)
- what story consequence on a single failure, or a complete failure?
- If someone does not meet the DC, maybe give the next character a Disadvantage, and find out why the previous check influenced this one despite them happening half the city away.
- Players can describe their ideas to use unusual checks:
Make athletic for Investigation by impressing someone at a bar and carouse later with them, or maybe Set the Stage to give another Player an Advantage for his check: Like Intimidate the mark in an alley, and another character shoos the first one off. So his Persuation Check gets a Bonus/Advantage.
- Gradient results: Assumption: The players get ALL info with 10 successes. So make it less (or faulty) by 8/6/4 and so on.
How this mechanic feels and what Players can contribute
You can paraphrase most of these little scenes and get a longer thing done with a few Sentences per Check, and make the Usual: "One Week later" cut more interesting, and everyone on the Table can contribute with their Ideas, what little no name NPC they want to get, or where they will break in to look at whatever they need.
So you as a GM can give the players a little leeway to improvise their approach and the set they do it in (GM Veto there if needed, so they don't break the Set or Plot).
Example:
So they can Break and enter somewhere. They WILL get out of it unscathed, but did they get what they want?
If they were surprised (did not beat the DC) so someone noticed, and the next player that wants to Talk to a Nobleman gets a disadvantage because "the Streets are not save, someone broke into Lord McGuffins House last night" and so there is general suspicion.
This makes for a lively resolution of otherwise dull dice rolling orgys, at least in my experience of the last 8-10 years.
(Examples that use some Variant of it in their core rules: D&D4, Dark Heresy, nWoD, Buffy, The one Ring (social combat) )