This.
The dice design open up possibilities you can't compensate for with a straight numerical penalty/bonus sort of system. And the fact that it gets the players involved in telling their stories that much deeper is awesome. I'll bring up the one where we had the 'aha' moment for the first time. When the characters reached the coach and the courier in A Shilling Short the Elf searched the inside of the coach. He directed a die to stance and we agreed that he could search carefully (1 green) which would take him more time but make success more likely, or he could tear apart the coach (1 red) trying to find the package quickly but leave everything in disarray and potentially strain himself (a fatigue die). With the storm pounding down on the party and the very real threat of beastmen returning soon over their heads the Envoy chose to ransack the coach and found it, straining himself in the process.
It was a simple thing and something we hadn't really given much thought to, but the immersion I and the player felt at the system's prospects this suggested was something I've missed in an RPG for literally years.

