Pedantic
Legend
It did no such thing, skill challenges are the antithesis of representing character growth. There's nothing aside from vague advice about how to describe things preventing a GM from representing the same obstacle at level 1 and level 15 and level 25. More importantly, there's no change in player decision making; you can't do anything in a level 15 SC that you can't also do in a level 1 SC. It's just roll a skill and try to get high, the exact same game action.The way 4e did this is to build a robust Skill Challenge system that allowed experts to be better at a wider array of problem solving approaches, ways to ensure that all players could participate throughout a challenge in an instrumental way, and guidance to the GM to ensure that the SCs themselves represented the characters growing in ability.
PCs are cooler because they do cooler stuff, face off against more impressive threats, and affect a wider swath of the world (and beyond). Not because they can consistently hit a DC15 on a 5+ roll.
Hitting a DC 15 on 5+ is admittedly also meaningless, unless you specify what impact that has, and going from a 60% to an 80% chance to do that thing matters. Generic DCs are an even worse way of trying to cheat the same repeated gameplay loop in, because instead of hiding behind scaling math, they hide behind the GM's subjective (and often pressured) judgement of whether something is "hard" in the moment.
4e's skill challenges are entirely an attempt to have your cake and eat it, by giving players scaling numbers while resolving challenges as static checks on the backend. Mostly, they're a narrative pacing mechanism moderated by iterated gambling. At best, they're a design prompt for a GM to build a single use minigame out of.

