Has this observation already been done?
Another cross post from another forum but I thought it was interesting to hear you gearheads' take on it:
[In Apocalypse World and Dungeon World] every single action is like how saving throws work in D&D.
In D&D, you're talking along, describing what you're doing, how you're walking down the dungeon corridor etc, conversation style, everything's dandy... then whoops, you step in some sort of poison hole, there might be some trouble involved with that, make a saving throw and that'll tell us all the consequences.
In Dungeon World (and AW), every single thing is like this. You're talking describing how you're fighting the monster, chopping along, having fun fighting this horrible giant ogre but whoops, you put yourself in danger in the fight, make a "Hack&Slash" check to see whether you are hurt.
It's All Saving Throws, All The Time. My friend Trix described it as a "consequences system" rather than a "task resolution system" (and rather than a "conflict resolution system" that The Shadow of Yesterday uses), but I think of it as ASTATT.
It works because the action economy is built around it. Monsters deal damage when they deal damage. If you say "I go stand in front of the ogre and look at it intently in the eyes", well, you might get smashed straight up. Similar to how there is no saving throw in D&D if you just go jump off a cliff deliberately. But if you go "I go stand in front of the ogre and then I bring up my dagger and try to cut its fingers off before it can smash me [whoops, that got a little graphic, I apologize]", well, you've got to make a roll and the consequences of failing that roll might be that you get smashed because you weren't fast enough or good enough with the dagger.