Gentlegamer said:
The number of die rolls will be reduced when Hide and Move Silently are rolled into "Stealth."
To counter that, however, we'll see considerably more monsters in 4E encounters, meaning we'll still have a huge load of die rolls and comparing numbers.
Anyway, the Take10 and Take20 rules are simply time-savers and should be used as such. Take20 is intended to spare game sessions the overly boring and dull 10 minutes of:
"I roll to find the hidden compartment." "You fail."
"I try again." "You fail."
"I try again." "You fail."
"I try again." "You fail."
"I try again." "You fail."
"I try again." "You fail."
"I try again." "You fail."
...
If you don't want players to search for hard-to-find stashes, don't include them! The game isn't about rolling dice - it's about the players having fun, and sometimes "finding something carefully hidden in a sinister niche" is fun, even if you simply did it with a Take20.
As for Take10, just use it for routine tasks. Climbing that cliff on the way to the wyvern's lair is a good example. It's utterly non-consequential for the over-all story, but gives the players a feel their characters CAN climb stuff (even if it was with a little help from a +2 circumstance bonus for "taking their time"), and instantly puts the game into a rough mountainside scenery.
Please, don't hang up your game over little things like having the players groan over having to roll 60 times just to find that secret door, but instead have them be excited about what the evil mastermind might hide behind such a secret door.
Of course, there's the whole dilemma with traps. However, traps are merely a tool for driving up the tension. You use traps to create the feel of a kobold warren, or to make the area of a battle (where Take20 isn't possible) more dangerous, or simply to illustrate a dangerous tomb, or something similar.
I say, don't fuss about it and use Take10 or Take20 to deal with the "fuss". Don't use Take10 or Take20 for the big and really important stuff. And keep your players from doing it by including simple elements that prevent them from doing so, such as with the battle on top of the traps (would be a perfect way of making a fight against some kobolds more dangerous, since the players know there must be traps SOMEWHERE, but don't have the time to find out where, and thus have to take little risks all the time - great tactical challenge).