See, this is exactly what I'm talking about. And, no
@Elfcrusher, this isn't a bad faith attempt to disprove the example. It's PRECISELY what I've always been talking about. A DC 25 check and if I fail, I take x2 damage. That's a total suckers bet. Why on earth would I even try it? At best, my character (outside of rogues) will have a +10 on the check, meaning that I'll fail 3 out of 4 tries. Netting me double damage three times as often. The DC 15 Damage Reduction one is better, although, again, assuming +10, I'm failing 1 in 3 and being incapacitated for a round is pretty punitive considering I'm still taking damage. And the DC 10 one, unless I'm auto successing it, is still not even close to worth the try.
Like I've been saying all the way along, most DM's are incapable of creating skill rolls where the risk:reward is worth it. If you are giving me 1 in 4 odds of success, then whatever I'm doing should be at least three times better than what I can automatically do. If you're then tacking on a huge penalty for failure, then I need several times MORE benefit. When you gamble at a casino, you don't lose extra money when you lose, you only lose your bet. Why am I losing more HP or more actions for failing a check?
So, yeah, if this is how people calculate odds on skill checks, I can totally see why you'd never want to roll. Of course not. It's almost never a good idea to roll if the DM is going to punish you for rolling. And, this is exactly what this is. Add to that more than a few posters here patting
@Ovinomancer on the back for his great DM call.

This isn't a great DM call. This is a suckers bet all the way around.