Enrahim
Adventurer
Let me try something new. In the games where these fail forward techniques are properly implemented (which exclude all variants of D&D with siblings), the "skills" do not represent the character's innate ability to do things.No, I don't like a consequence of an action that has consequences not directly tied to the action taken. In your climb check you decided that the character would succeed on the climb the only thing the check indicated was how much time it would take.
Nothing new here.
Rather it is a narrative marker that indicate how valuable the skill should be perceived in the fiction. For instance for high skill it say "in scenes where my character does this thing, I want things to go smoothly according to plan, highlighting how awesome it is that my character can do these stuff" while low skill indicate "in scenes where my character does this kind of stuff I want dramatic complications to happen, diminishing the perceived value of that skill". With this mindset anything that happens in a scene where this action is happening is directly connected to the action and the "skill".
This is a dramatically different mindset from D&D mindset, but it is a mindset that works very well for producing a different kind of enjoyable experience.
(For those having played extensively these kind of games, correct me if I am way off base. I am mostly basing this on second hand accounts, and those have not been as sharp in their descriptions as this one)