As has been noted, this is a 4e mechanic carried over to 5e.In 5e there are now group checks.
Skill challenges were always boring and awful because the whole process usually degenerated to its bare mechanical bones of repetitively rolling dice and tabulating the results.
skill challenges were always boring.
I take it that these remarks about skill challenges being "boring" and "awful" are intended as autobiographical? They certainly don't describe my experience.It does not matter what the intent is. If there's this rigid framework behind it that everyone is aware of, that framework is always going to be on everyone's mind as the challenge progresses.
As for "rigid frameworks", the most rigid framework in D&D is the combat system: all those rolls to hit, damage rolls, saving throw rolls, etc. And it's on everyone's mind when they play out a combat. A lot of people don't think that makes combat inherently boring or awful.
For me, this is the same issue as any other aspect of encounter design: in a party game, how do you make all the players take part.Half the time, the players encourage it and even take the lead - once they know it's an important, XP-bearing encounter, they club together to check who has the highest scores in the most relevant-seeming scores, and have them take the lead, while figuring out which characters can reliably succeed at Aid Another checks, and which ones should sit it out.
In combat, for instance, even if the MU player is deciding to save spells, the goblins might try and break throuh or throw spears at the back line. In a skill challenge, similarly, the GM needs to narrate the situation in such a way that the other PCs will lose something they care about unless their players start declaring actions.
Skill Challenges always read to me as a format to use that could help instruct DMs on when and how to call for checks, what checks to ask for, and to create results of successful or failed checks prior to having to invent them on the moment.
I don't see skill challenges as trainer wheels, nor primarily as an XP delivery device. (In my experience, at least in 4e, you could replace the official XP rules with "gain one monster's worth of XP for every 15 or so minutes of play" and have basically the default rate of progression.)IMO, the skill challenge mechanic serves one purpose, and one purpose only. To provide a way to give consistent adhoc XP for things that are not necessarily related to combat.
I think skill challenges are mostly an encounter-framing and resolution device, along the lines of indie-style extended contests. It imposes a discipline on the GM to keep the scene alive unti the mechanical conditions for resolution are satisfied, which means that additional content is generated which otherwise might not be (as per [MENTION=336]D'karr[/MENTION]'s comments upthread about framing and declaring skill checks and then narrating the outcomes as input into the next framing).
The reasons for doing this are much the same as for resoving combat via extended rolls (hit point depletion) rather than a single set of opposed rolls: ie sometimes it is more fun, when roleplaying, to linger over a scene and explore some of the details.