Emerikol
Adventurer
SutS (and other Forged in the Dark games) assume that what exactly success means changes depending on the situation, and in tandem with assessing risk, it represents difficulty. So, the difference between riding through snow and ice at 35, 60, and 90mph is:
- 35mph: you can get there, but you risk getting stuck
- 60mph: you'll crash regardless of what you roll, but the result will determine how bad did you crash
- 90mph: ain't gonna work. If you do it, you are dead. Try something else.
I've long thought that degrees of success is something even skilled play OSR style games could benefit from in a variety of ways. I saw this mechanic in the Edge of Empire game for the first time and thought with some modifications this could be used in D&D.