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Systems with success/minor success/failure
(ttrpg.network)
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Rules (wip):
There are lots of systems that have varied results. 2d20 and storypath both use a required number of successes to create space for partial success for example.
Freeform Universal uses 6 results (no-and; no; no-but; yes-but; yes; yes-and)
Genesys/Starwars FFG has a dual symbol system which has success/failure tracked separately from advantages/complications. There's also two critical symbols which do not cancel even though one is good and one is bad. You could potentially get a roll which is very good & very bad at the same time.
Those are just the ones I've played. I'm absolutely sure there's more.
I've played starwars FFG and while the dice system is interesting, my group struggled to find a good way to simulate the dice we needed without spending money and none of us felt like buying the physical dice for a few sessions of one-shots. We ended up using the method in the rules for converting numbered dice results into the symbols, but that slowed down play a lot. Granted, this was also several years ago so maybe someone has made a free tool since then that everyone in my group can figure out by now.
All of that said, my friend who tried running the game said several times each session that he wasn't sure how to resolve the results of the dice. Some checks didn't have an obvious advantage or complication to add, and it didn't seem like there was too much guidance on advantages and complications in the rulebook he was using. Maybe that's just an experience thing, but all of us coming from d&d, it was a bit of an adjustment.
Without knowing exactly the Starwars FFG system, the same problem (what complications to add for a roll) can be found in PbtA systems. There's an excellent guide that maybe can help although written originally for Dungeon World, to help finding consequences in the equivalent of a perception roll: https://docs.google.com/document/d/1MC_W_qxY7kScRK_2arLhGvATX0HyQz6dTIKFj_HI2T4/edit#!