Position/Effect has always been the weirdest part of any FitD game to me. Like, most of FitD as a framework is so interested in very concrete ways that narrative informs mechanics and mechanic informs narrative. But Position/Effect are so abstract and subjective in terms of both trigger and impact. It’s a mechanic that exists to ensure the narrative impacts the narrative, and that doesn’t feel right for this sort of game. Then because its impact is purely narrative, it’s always completely overshadowed by the dice’s result, because that’s the cooler one you get excited about. And yes I know they impact clocks but that’s just one very specific situation (only when you are actively doing an action with the intent to tick a clock up) and also FitD clocks suck anyway. I just constantly feel like it is a completely vestigial mechanic that I’ve never actually found interesting in execution.
proposed solution: microdice for limited effect rolls, normal sized dice for standard effect, and some big chonky megarollers for great effect, so you get excited about rolling da big ones