My favorite one is from Splittermond :

Roll 2d10 + mod (usually skill points + 2 linked attributes, handily avoiding sad builds) against DC.
Per every 3 points above DC one gets a degree of success and pretty hard rules for what that means. Per every 3 points below one gets a degree of failure and usually also hard rules for that.

Now a roll of 1,1 or 1,2 means a fumble, which usually means 3 additional degrees of failure but might have special rules in some circumstances. Likewise aa roll of 9,10 or 10,10 means a triumph with 3 additional degrees of success.

So far the regular way to roll. But it is allowed to take a safe approach or a risky approach instead

Safe approach : the lower of the 2d10 is ignored. That significantly lowers the average, but makes fumbles impossible

Risky approach : Roll 4d10, take the best 2. But if any combination of dice is a 1,1 or 1,2 you have to take those and it counts as fumble. This means significant higher average, but not higher max possible results and higher fumble chance.


So nearly every roll has a tactical decision attached.