Does this help?
Somewhat, but feel free to take a crack at the wrestling hypothetical I posted above. :)
Sure. The important bit is to focus not on the wrestling itself, but rather on the context in which it takes place. Wrestling a goblin to the ground might be relatively easy. Or not, because the goblin might have the
slippery little bastard custom move, which means that attempts to hit him use roll+DEX instead of roll+STR. And the troll might have
crazy-long rubbery arms, meaning that the character needs to
defy danger to get close enough to inflict damage.
Furthermore, the important point is what happens on a success. If you get a 10+ on the goblin, yeah, he's a 38-pound weakling and you're going to be able to keep him pinned for as long as you like. The guy with equal strength? Maybe you can keep him down, maybe you can't. But you have "leverage" on him now should you wish to
parlay: "Tap out, man. I don't want to break anything you're gonna need." The troll? Even on a full success, you're not out of the woods. He's probably strong enough to stand up with you hanging onto him, so now that he's thrashing around the dungeon crashing into walls and columns trying to knock you off his back, roll+CON to
defy danger to maintain your hold and keep inflicting choking damage on him.
I get the whole what's-it-matter-to-the-story thing, but there's a bit of an inconsistency here that I'm having trouble negotiating. On one hand, I've read plenty about how this isn't a sim system. But on the other hand, it actually is. The aspects you're testing aren't your character's propensity for trouble, bad luck, drama magnetism, etc. It's Strength, Dexterity, Charisma, etc. The character breaks down into some pretty sim elements.
Yeah, that's actually why I like Apocalypse World better. Cool, Hard, Hot, Sharp, and Weird are much more anchored in the drama and less in the simulation.
But, if I'm wrestling a GM char that's a little stronger than myself vs. one that is a little weaker, according to the RAW(:D), I have the same odds against both. It's a GM char, so there's no opposed check. My roll doesn't get a modifier. You might have this multifaceted narrative potential in front of you, but the player only has a single port of entry, their own simulated and static measure of general competence.
And this is where custom moves come in. Wrestling a puppy is almost certainly going to be easier than wrestling a dragon because the puppy isn't
fucking terrifying, forcing you to
defy danger with roll+WIS if you want to do anything other than soil your armor or run the hell away.
I think the idea of the narratively-driven follow up checks is clever, especially if you have to tap into different moves to pull off a combo. But the math really bites you in the ass. There's actually a pretty easy fix for this. Add in a "combo bonus".
And that is exactly why acting on information gleaned from
discern reality lets you take +1 forward into your next roll.
Let's be clear - it's not that the game has no modifiers, it's just that it doesn't have very many. There's a great combat example that Vincent wrote many moons ago in which the consequence of a character's failure on one move was a -2 on a follow-up move - he was effectively
interfering with himself.
All these skills working in synergy give you +1 to your follow up checks until the larger task is done. So average (+0) for the first check, and +1 for checks 2, 3, and so on. There your odds go 58%, 42%, and 30%. You're actually getting pretty close to the mechanical effect of the flat modifier, but you're using the multi-check narrative approach. The only odd thing about it is that your narrative approach takes three times the dice rolling as just giving someone the -2 to the first roll. And, you're still modifying rolls. So, really, I haven't accomplished anything here. :P
Which is exactly why you should be asking yourself what this roll means. Is it there to heighten the drama? Is it there to punish the players for attempting something stupid or crazy? Or is it there to offer an opportunity with some associated cost? And most importantly, do the consequences of either success or failure substantially alter the course of the story? Completing a difficult or costly task gives a sense of accomplishment, which is fuel for the furnace of character development, which in turn is why many of us play these games in the first place. It's all about giving the players an enjoyable and memorable experience.
Additionally, this totally glosses over the other GM-tweakable knob, which is the follow-up move. If a character fails a roll, the GM can make as hard and direct a move as he
likes. If you fail while climbing a cliff, I don't
have to inflict damage on you. I can do something better - I can
separate you from the rest of your party. Or I can
take away your stuff. Or I can
capture you, which is to say that perhaps even on a failure you might make it to the top, with the GM narrating: "You scrape and claw and there are a few close calls there, but eventually you make it to the top of the cliff. But just as you're about to pull yourself over the ledge, someone sticks the blade of a spear in your face and says, 'Thor's balls, you climb slowly. We didn't think you were
ever going to make it to the top. Haul him up and hog-tie him, boys. And he didn't fall, so you owe me 20 silver, Haemish.'"
Generally, the more momentous or important or dangerous the roll, the more dire the consequences are, even if you succeed. That is where the in-game universe lives. That is the difference between failing the roll to wrestle the puppy and succeeding to wrestle the dragon. The world works a certain way, by following the fiction and the GM principles, not by adding modifiers to the rolls. In some sense it is completely arbitrary, and you need to trust that the GM is not abusing his agenda. But in some sense, it's no different than the arbitrariness of whether the modifier for any given situation is a -1 or a -3 or a +5. I'd rather fail a roll and suffer the consequences because the
story demands it than because the
dice demand it.