That seems really dysfunctional on the surface, and it’s always puzzled me how incredibly functional it proved in practice, and I have suspicions.
No. None.
Not that one.
Not that one either.
These are a little bit like complicated successes, but turned up to 11, so to speak. You don’t see these a lot in partial success systems because the math is that a lesser result —> a lesser success
This is a technique, not a rule, and will not suit all tables.
Without that, if you write an all failure game, then it will quickly become a comedy. And that will be a lot of fun.
But it will not be Magicians, which is a game that is only going to be fun for people looking for VERY PERSONAL PAIN.
Artisanal pain still requires an annoying amount of hand crafting.
Yes, that sounds weird, but bear with me. The system is going to grind to a halt (or into slapstick) if 80% of everything important becomes a roll with a 75-100% chance of failure.
It might, for example, actually signal “You’re screwed, but here is a *chance* to pull it off”
You actually can see this in a lot of systems, with the two axes of opinion and severity.