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I'm perplexed as to why today's players don't read or don't like to read rulebooks when the GMs are doing all the work. It looks like GMs have to do 98% of the work for the players and I think that's unfair. The GMs have to read almost the entire corebook (and sourcebooks,) prep sessions, and explain hundreds of rules straight from the books to the players, when the players can read it for themselves to help GMs unburden. I mean, if players are motivated to play, they should at least read some if they love the game.
I think you might be overthinking the process? You decide how dangerous & effective the action is (or just default to "Risky Standard") then roll the dice, highest value of 1-3=miss, 4-5 = weak hit, 6 strong hit. You can also push yourself (spend 2 stress) or take a devil's bargain for an extra die. There's a couple mechanics going on there so it's not 100% trivial but I think if it doesn't click after one session you really must be overcomplicating things.
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More specifically - games that don't require players to do the homework. Blades in the Dark has quite a reasonably sizeable list of special abilities and equipment, but they're all on printable character sheets & crew sheets - PbtA games tend to take a similar approach.