Disclaimer: Haven't seen the video - so if someone else has seen it and can clarify, that would be appreciated.
What I dislike about "effect riders" on die results is when they're not codified. This is the case with PbtA, Genesys, and other systems.
It seems to always go like this...
Me: "You get a success and a minor effect. I guess the 'minor effect' is that you stagger the enemy, giving a +1 to the next attack roll."
Player: "Wellllll actually, that is a plus forward effect, which only happens when you roll an 11+."
Me: "Ok, so you tip his helmet and disorient him slightly."
Player: "Welllllllllll actualllllly, that's a negative backward effect, which only happens when the enemy rolls a 4-."
Hey first time poster, long term lurker.
I have to admit I haven't played those games so when I try to think of your example in relation to thebMCDM game it makes no sense. I think it's best if I just try to give some (made up) examples of how the abilities would work.
STAGGERING BLOW
Yada Yada description/target/etc
-7 : 3 damage, push 1
8-10 : 4 damage, push 2
11+ : 5 damage, push 3
So if you roll 2d6 + your might (2) and get 3+4+2 = 9 you would deal 4 damage and push the target 2 squares.
LUCKY STRIKE
Yada Yada description/target/etc
-7 : 3 damage
8-10 : 5 damage
11+ : 11 damage
Just more damage, try to get some edges to pump up your chances.
TERROR CONTAGEON
Yada Yada description/target/etc
-7 : 2 damage, 1 Bane, 1 target
8-10 : 2 damage, 1 Bane, 2 targets
11+ : 4 damage, 2 Bane, 3 targets
Infect more people with banes but has relatively flat damage.
Basically every ability has its own little chart telling you how your power roll translates into kickassery. The goal was to keep the 2d6 which people liked, but have variability in damage output. This also maintains the critical on double 6s. Edges mean you get more d6bto roll and pick the highest so also increases your chance to crit.
Anyway, wrote all of this on my phone and now I have to get this marker off my screen.