I am not a fan of the all-or-nothing mechanics, used to games using tables with intermediate results. Also missing by just a few specially if consecutive can be annoying for players, and play itself. So I am thinking, using the degrees of failure and success rules, to apply them to all that could fit into the case.
I.e., for attacks, missing by 1-2 would hit but doing half damage of the roll result. For spells some already apply having half damage, so applying the example of the Fireball in the 2024 DMG doesn't fit much, they could not need to be modified, but others like Disintegrate could make half damage if the target succeed the ST just by 1-2. Others are just fine with all-or-nothing, like Hold type spells and others.
As summary, something that could be applied as standard, not requiring to invent the effect, but allowing some intermediate results to override the all-or-nothing mechanic.
I am not a fan of the all-or-nothing mechanics, used to games using tables with intermediate results. Also missing by just a few specially if consecutive can be annoying for players, and play itself. So I am thinking, using the degrees of failure and success rules, to apply them to all that could fit into the case.
I.e., for attacks, missing by 1-2 would hit but doing half damage of the roll result. For spells some already apply having half damage, so applying the example of the Fireball in the 2024 DMG doesn't fit much, they could not need to be modified, but others like Disintegrate could make half damage if the target succeed the ST just by 1-2. Others are just fine with all-or-nothing, like Hold type spells and others.
As summary, something that could be applied as standard, not requiring to invent the effect, but allowing some intermediate results to override the all-or-nothing mechanic.