A game like Dungeon World goes the opposite direction and gives you a bunch of very loosely defined, open ended moves.
One, if you *almost* succeed, like say, off by 1 or 2 on a d20 roll, you can turn it into a complicated success, like in PbtA type games. Game runner has room to for instance halve the damage if your proposed complication doesn't seem that bad.
I certainly did.
And. Like. Who made you imagine that?
So. Don't know why they chose to play that way. But they blamed the system for their choices.
You can do other things?
"Can we just drop a fireball into the guard house?"
"I don't have fireball."
"...I have something *like* fireball."
*one minute later*
"HOW IS THAT LIKE FIREBALL?"
That's got the high points there:
1. You step outside the rules.
2. You forget about rolling for steps along the way.
3. The GM's job includes figuring out how this works, even if you have no idea.