Barastrondo
First Post
Part of the rationale behind skill challenges was fairly explicitly to bring combat-style resolution to non-combat situations. It's just using different actions than your typical combat actions. So, as I said, there is some support for looking at 4e as the edition of D&D with more emphasis on combat than any other, both in the development of character abilities and use of them within the rules structures.
How do you mean "combat-style resolution"? The most significant and telling comparison I see is that a skill challenge, like combat, has an "everybody gets a turn" element -- it doesn't become a matter of deputizing one person at a time to do all the work while the rest of the group isn't involved.
Apart from that, though, it seems kind of unlike combat: the consequences of failure are usually much lessened, and resource management of items and powers is an exception rather than a rule. It seems to share much more in common with the extended roll mechanic of other game systems, wherein the goal is to accumulate enough successes before your failures end the roll.
That's an interesting thing. In most other game systems, a more robust mechanic for non-combat encounters would be seen as "increased emphasis on non-combat situations." Yet here it makes a game seem "more focused on combat." The context of "compared to other editions of D&D" and "compared to other RPGs" makes a heck of a difference.