• you are piling more work on the GM! — yeah, sure, they've got their principles to work with, but you are straight-up omitting one half of the stakes (even just adding "on a 6-, it's really bad" is something)
• you are neglecting one of the main ways to set risk/reward for moves, e.g. moves that still give you something mechanically when they fail
@saddestrobots well, I think that the people that are going to run a PbtA game are probably, by and large, more adept at improvisation in that realm than the people that they are statistically most likely to be running a PbtA game for, people who only play 5e but want to check out that Avatar game their friend kickstarted. For that reason, I understand weighting the writing towards fleshing out successful outcomes, which are more player involved.