Even in 4E combat, dice rolls tend to be used to resolve particular questions -- with probabilities and consequences to some degree related to the nature of the matter at hand. It's not a case of, "Well, three arrows have missed Foe A, therefore everyone else fighting it (and Foes C through F) can do nothing."
"Unfortunately, the players don't always come up with the best solutions." Indeed, and that is what makes it a game. A 4E skill challenge is in my view more a dull number-crunching exercise pressing players into service as dice-rolling robots.
I have no reason to go to the effort to "design a skill challenge" and then force events into that mold, when I can instead simply respond to players' choices and let the action flow without interruption. It's like putting on a heavy coat before going for a swim; sure, one could adjust it to be slightly less cumbersome -- but leaving it off in the first place is much more sensible.
"Unfortunately, the players don't always come up with the best solutions." Indeed, and that is what makes it a game. A 4E skill challenge is in my view more a dull number-crunching exercise pressing players into service as dice-rolling robots.
I have no reason to go to the effort to "design a skill challenge" and then force events into that mold, when I can instead simply respond to players' choices and let the action flow without interruption. It's like putting on a heavy coat before going for a swim; sure, one could adjust it to be slightly less cumbersome -- but leaving it off in the first place is much more sensible.