Forewarning: I'm literally making this up as I write it, and I'm doing it on my lunch break which finished 10 minutes ago, so if it doesn't make sense, my apologies. Also it's possible that I've come up with an idea that everyone else has been using for years, and if that's the case then...well, ****. Anyway...
I've been catching up on my GM reading, and came across this article (which is D&D oriented, but don't worry about that for the moment). Anyway, it contained the following point:
The simple act of attacking an enemy actually hides a rather complex type of action that we don’t think twice about. When you get down to it, the action of “attacking an enemy” really represents a player saying “I want to kill the enemy by stabbing it with this sword.” But, a success on an attack action doesn’t (usually) kill the enemy outright. Instead, a successful attack MAKES PROGRESS toward the goal. And that is totally okay.
The writer (the Angry GM, AKA "Angry", for the uninitiated) goes on to suggest his own system of applying this approach to non-combat skills in D&D, but it got me thinking. My default position when playing FFG's SWRPG (and, really, this is the default position of RAW for non-combat checks) is that on any given roll Success=Success and Failure=Failure, and this has sometimes caused me some difficulties in the past (particularly in adjudicating things like failed Astrogation checks). But you could easily apply a system whereby each task required a certain number of uncancelled success to achieve - just as killing an NPC does. Particularly in scenarios with a time pressure, this seems like it could really create some exciting, down-to-the-wire scenarios. And the beauty of the EotE system, with its advantage and threat and triumph, is that those repeated rolls could each be very different, rather than just the same thing over and over again.
Also, from a GM's point of view, it might make results a little more predictable. For example, in a slicing encounter, you can set the security system difficulty at Daunting, but the PCs might still nail that in a single try, which might feel a bit anti-climactic. But if the system also needs 5 uncancelled successes - i.e. it has 5 metaphorical "wounds" (we'll leave metaphorical "soak" out of things for the moment) - then only a truly spectacular roll is going to complete it straight away. Thus your PCs will still be rewarded for doing really well, but the activity is far more likely to tie them down for some time, giving the GM more potential to...you know, release the TIE fighters and whatnot.
Come to think of it, I think the Order 66 guys used a similar approach in one of their live play episodes - although I think it was for a "montage scene". And I think they had a failure point where a certain number of failed checks had some sort of effect...I'll have to dig that out.
Anyway, I guess my question is this: does anyone use this technique in their games? And, whether you do or not, what are the potential pitfalls of introducing it for some checks?
Thanks in advance.