This is because you've internalized a value system that goes something like: The game models a reality in which, when the player acts, we determine the probability of success and the mechanics tell us if success was achieved. Probability of success or failure is largely dependent on how difficult we think a task is, possibly modified by PC abiity ratings. But, AW doesn't care about this (I don't like talking about all PbtA games like they're the same thing, cuz they ain't). AW has a different paradigm, which goes something like "Through our conversation we are going to create a fictional reality, when the player acts, we determine if the mechanics apply, and the mechanics tell us if the player gets what they wanted, the GM gets to decide what happens based on their operation framework, or we get a mixture of the two. Probabiities between these three options is mostly constant, with the PCs ability ratings resulting in players determining the outcome more when they use certain approaches and less when they use others."Possibly, but sometimes things can be pretty binary. Let's say the character makes a bet with someone else whether they can lift a heavy object over their head or not. Well, either they manage it or not. (Whether they tear a muscle or something in the process can be an interesting question, but does not directly impact whether the lifting was successful or not.) And it makes little sense to me that in this regard, there's no difference whether you're lifting a chest or a tree trunk. Basically, everything's the same until there comes some arbitrary point at which the GM declares you can't attempt it at all. Everything up to that point is exactly the same
This is really not a basic example. There is no LIFT HEAVY OBJECT mechanic in AW and no stat representing a character's strength. So, the first question that needs to be determined is whether this is even a MOVE. If it's not a move, the MC is going to decide if you lift it or no. The closest move I can think of is Acting Under Fire, which can be used when a character acts under any kind of serious pressure. But, that just leads to the question of what the pressure is here, because the move isn't about strength, it's about maintaining your Cool under duress. So, Acting Under Fire may be the move, but lifting the object or not, may be irrelevant depending on what the fictional context is here. You could roll low and the MC says, that when you get the stone above your head, Rolfballs opens fire with his shotgun. Take 3 harm.It's not about whether a stronger person is more likely to lift a heavy object than a weak person, it's about whether a strong person is more likely to be able to lift a heavy object than a massive object.
Not relevant in AW. Chance is not valorized by the mechanics the way it is in other games. Probability of success doesn't have the primacy of place that it does in other games (and in reality for that matter).I don't think anyone would claim that in the real world, a weight-lifter has as good a chance at being able to lift something that's heavy for a normal person but they've frequently (but not always, or you wouldn't roll in the first place!) managed for the last ten years, or being able to beat their personal record.
Maybe because it leads to characters doing things that are exciting and commonplace in action adventure movies and stories, but would be difficult to pull off in many RPGs? Adventure fiction isn't shaped by probability mechanics. There's no real reason that a game has to be.Like I said, I'm not personally offended that not everyone cares about this, but I am curious about why it's seen as immaterial by game designers of this particular school of thought.