Suppose the bad guy has super thick armor, and my first slash didn't penetrate it to damage him.
Now suppose I attempt a solution: I charge the guy full-speed, putting all my weight behind my attack! As a player, I love this type of thing. It might work, it's colorful, it opens up new possibilities for consequences.
Or, suppose I attempt a multi-step solution: I race up the stairs, then once he's pursuing me, I turn on a dime and jump down at him, using gravity to aid my blow. I like this even better! It's colorful and consequence-abetting, and also a bit clever, and there's some suspense as we see whether the steps unfold as intended.
But now we get to system. "It might work" and "it's clever" need to be supported there, or I'll be disappointed. If our system is freeform and the GM buys what I'm selling, great! If it's a difficulties & bonuses system, and the GM and I can agree on a target number and which situational rules apply ("higher ground +1", "bull rush +2", etc.), also great! But if we haven't enjoyed those systems and we're trying FATE or Marvel Heroic or some other modern game with mechanics for creating an Asset or Advantage or positive Condition or whatever -- well, to date I haven't loved those.
In my experience, "create an asset" gets rules-first really quick, and winds up divorced from the fictional particulars. Great ideas and barely sufficient ideas all get lumped into the same "you performed that game action so now you have the +2 available for use" bag. Also, spending the action to create the asset is often not worth it if we take actions in turns, because I'm losing time or hit points or whatever while trying to tackle a problem in a greater number of steps. And, finally, once there's a system in place for creating assets, we run into trouble trying to match fictional positioning to that concept. If my forward momentum from charging an "asset"? If it isn't, does that mean it's worthless, because I thought fictionally instead of mechanically?
Has anyone played a "create an asset" system which didn't produce these downsides? The rules concept actually appeals to me quite a bit, so I'm curious!