When you reach for the dice in a roleplaying game, it’s normally to answer a question. Normally, that’s a binary question (one that can be answered with “yes” or “no”).
One of the great things about Apocalypse World was the way it employed not just the yes/no axis in task resolution, but the and/but axis1. Each outcome (“yes” or “no”) can be accompanied by either an “and” (making player success more successful, and player failure more complex) or a “but” (moderating the degree of success or failure by introducing a cost or a consolation prize, respectively). In fact, Apocalypse World takes three of these moves: No, and, Yes, but, and Yes, and makes its take resolution system 100% about these (with the ability to get some Yes and in there at the end of your character’s arc).