Oh, I see what you're saying. Sure, I can see that. I'm not entirely sure I'd frame it that way, but it does make sense.
Yeah, it's not typically framed that way, I know. But if we just look at it in that way for the purpose of comparison, it can help see the similarities instead of just the differences.
Unfortunately, it doesn't really matter because even with the notion of partial success, there are no negatives, or at least direct negative consequences to the PC for dealing damage. Your success, even if it isn't a complete success as you say, doesn't come with any "opportunities" or consequences other than the monster can still attack. But, even then, that's not a consequence of your success. It's largely divorced from your success.
In other words, the monster would never gain a bonus to hit your character because you dealt damage to it. It's not even obligated to target your character.
Well, the consequences would be anything that potentially happens in subsequent turns... the enemy deals damage, or gets away, or harms a captive, and so on.... as
@pemerton mentioned.
Again, we don't think of it that way because trad games tend to break these things all up into different rolls for different characters. But story now games tend to resolve a lot more with one roll. A partial success or success with consequence in many PbtA games means that you hit the enemy, but they also hit you. It's less "how did I do" and more "how did this go".
It's a matter of perspective.
Consider this... when an enemy hits a character in D&D, we don't generally consider it a failure, right? It's more that the enemy succeeded in hitting us, not that we failed to defend ourselves. But what if D&D worked differently; what if rather than enemy attack rolls, players instead made defensive rolls? How would that alter our perceptions? We'd almost certainly start looking at a low defensive roll that results in an enemy hitting us as a "failure" and not categorize it as the enemy's success.
You're doing precisely the opposite. The thing that everyone gets up in arms about is when you attempt to frame the underlying thing we're all doing as part of a unified theory that can fit comfortably on your terms alone. That's the thing that makes it look like you're claiming a monopoly on the truth about what roleplaying is, and makes all the trad gamers who are still in the room after the jargon has come out growl.
That's not what I'm doing. I have no problem with there being more than one way for games to function. I play and enjoy both kinds of games. And yes, they do things differently, but often the goal is the same.
I'm also not really relying on a lot of jargon here.
If you wanted to offer a bridge, then you'd do it backwards. Explain how success at cost is really equivalent to hit point ablation, or really, how you can map everything that happens in Story Now framing to a map and key model with just a bit of effort (both things I do not think are true, nor worth doing). Or, you could not do that, and accept the two play loops are not the same. We will all get along better if you don't attempt to frame them as equivalent, and instead focus on what is achieved and desired by people doing different things, or if you move your analysis back up a level and find commonality at a more fundamental trait of the activity, like
@clearstream has been trying to do.
You're wrong about my goal. I'm not trying to say that they are the same. I'm trying to explain why the idea of partial success should not be that difficult for traditional players to grasp by comparing it to the combat in D&D.
I say this because it's one of the things that helped me get my head around different ways to play than the one I'd always known.
This is a red herring, and you're smart enough to know that. If a player can kill a monster with one attack, the decision space they're playing in changes, and now they're gambling based on their actual odds of doing so (and attacking has increased significantly in value). 4e's minion rules are built entirely around exploiting the effect this has on player decision making.
It's not a red herring. It's an example of how the mechanics of a game influence the way we view the game, or approach the game. Which I'd think is pretty straightforward. How does a player know which enemies can be killed in one hit? Obviously in a game like 4e that has minion rules, this may be more obvious. But in other games, it may be far less clear. The player will be more certain of removing the enemy with one hit in the game with minion rules.
Obviously, the different methods will result in different play experiences. What I'm saying is that when we're talking about multiple games, approaching the discussion with only one such experience in mind is an obstacle.