FireLance
Legend
To me, skill challenges strike a middle ground between a very free-form problem-solving approach which is almost entirely dependent on player skill/DM adjudication (e.g. solve this mystery) and a very mechanical, rules-defined approach to tackling common (but specific) problems (e.g. opening locks, noticing secret doors, finding and removing traps, following tracks).
Properly used, the skill challenge framework can give you the best of both approaches. An inventive player can come up with creative solutions to the skill challenge, or novel ways to use the skills he is good at, and the DM can allow the use of those skills to score successes, or even award successes without the need to make a skill check. On the other hand, a player who is more comfortable working within a fairly well-defined framework can simply run through his character's list of trained skills and pick one that seems appropriate to the challenge.
My only real dissatisfaction with the current skill challenge framework is that the result of a skill check is too binary. Either a character gains a success, or he accumulates a failure. This discourages general participation because the fear of accumulating failures (especially for PCs with low modifiers in the more obviously useful skills) creates the incentive for the PCs to use Aid Another to help the character with the highest modifier for the most relevant skill. I personally believe that skill checks to make progress (gain successes) should be separate from skill checks to avoid setbacks (accumulate failures). This way, each PC can try something helpful (even if there is a low chance of success) without worrying too much that he will make things worse for his party as a whole.
Properly used, the skill challenge framework can give you the best of both approaches. An inventive player can come up with creative solutions to the skill challenge, or novel ways to use the skills he is good at, and the DM can allow the use of those skills to score successes, or even award successes without the need to make a skill check. On the other hand, a player who is more comfortable working within a fairly well-defined framework can simply run through his character's list of trained skills and pick one that seems appropriate to the challenge.
My only real dissatisfaction with the current skill challenge framework is that the result of a skill check is too binary. Either a character gains a success, or he accumulates a failure. This discourages general participation because the fear of accumulating failures (especially for PCs with low modifiers in the more obviously useful skills) creates the incentive for the PCs to use Aid Another to help the character with the highest modifier for the most relevant skill. I personally believe that skill checks to make progress (gain successes) should be separate from skill checks to avoid setbacks (accumulate failures). This way, each PC can try something helpful (even if there is a low chance of success) without worrying too much that he will make things worse for his party as a whole.