Assuming an activity does not use a Non-Standard (Checked) Outcome, a single Result Check determines the outcome and measure of the outcome’s success or failure, denoted by an associated Measure of Success; When all the {} adjustments have been applied to an action, the total measure is the resultant outcome. The GM adds narration to enhance the experience and expound on the results. There are many conditions which indicate a character is Lacking Capability.
Measure of Quality (MQ): The result level on which the action succeeds; There is a base level & adjustments shift the effective measure down (neg.) or up (pos.). MQ adjustments do not modify an Outcome to the point of either Disastrous or Extraordinary.
Measure of Success (MS): The target level on the resolution scale; There is a base level & adjustments shift the effective measure left (neg.) or right (pos.). Many effects have a difficulty or ease that adjust chance outcomes.
i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).
A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).
Measure of Success: Example: +1 = Adjustment to a d20 check.
Rule of Averages: Hit Points, damage and other factors use a simple/major/critical outcome scale for damage or effects, where a check determines the quality of success or failure, instead of random dice to follow up.
Measure of Success: Example: +1 = Adjustment to the Skill Level check.
Obvious Outcome: Where the result of an action is { } obvious and automatic (either success or failure) based on roleplayed aspects and/or situations. Resolving Outcomes has multiple perspectives and narrative elements to it.
Fated Outcome: Where no adjustments other than mundane proficiency and stat can be applied. Aspects of Fortune, Luck, Augury, Foresight, etc. and Reward measures cannot be used.