I like to give players a chance to use their skills, but normally I try to set up situations where multiple avenues are available to them.
For example:
Local bandits, backed by arms and finances from Romanda, have stolen a powerful grimoire being transported by Shrine Knights. The PCs, agents of the Ivalician Crown, are sent in to steal the book of magic from foes foreign and domestic.
To discover the bandit camp, they can track the bandits (Search and Survival), disguise themselves as merchants to get a captive (Disguise, combat and Intimidate), find info on the local rebel grapevine (Bluff, Diplomacy and Gather Information), or risk the sanity-destroying effects of spellcasting to scry.
Having found the camp, they then need to get in. The camp is located in deep woods, set into a cliff face cave. The PCs can attack head-on (combat), search for a back entrance (Survival, Spot, Search and Knowledge: Nature), capture a sentry (Hide, Move Silently, combat and Intimidate), sneak in at night (Hide, Move Silently) or disguise themselves as bandits (Disguise and Bluff).
Inside the bandit camp, they come to a room where, if they come in normally, they'll be in a killing pit with firearm-equipped bandits above them. They can fight through (combat), climb to the upper level (Climb or very good Jump), find a trapped secret passage to the upper level (Search and Disable Device), or kill the bandits from outside with a barrel bomb (Craft: Explosives).
Incidentally, I don't allow players to take Craft: Basketweaving, it's just too broken. Ever see how many of the CharOp regulars on the WotC boards can max it out?
