I might have found a solution to the problem that I'd like to hear your take on. It came to me just half an hour ago and it's not fully thought through, nor is it tested or anything. Basically the problem is that to many shifts may be created to merit lets say a incapacitating take out, yes?
As a matter of fact there are rules about how to handle extra shifts. Take a look at YW 312 and the extra shifts section. I think it could apply. It even would be an elegant way to represent the difficulty of getting to a takeout through application of raw force. To get to an KO take out through an Attack Action, the player might have to generate more shifts on his attack roll, as it is generally more difficult to knock somebody out then crack some bones. If he fails to reach the required level of shifts, then he fails in pulling of the desired effect.
I don't know if I managed to communicate the idea correctly so I'll try an example:
William the Vampire Slayer wants to knock out a mook who is guarding the warehouse he'd like to get in quietly. Will is a tough guy with inhuman strength and stalks up to his target without a problem. His player Jon declares that he only wants to knock out the guy with an incapacitating blow to the neck. The GM decides that this is probably more difficult then just hiting him with all the force Will could muster and that he might seriously hurt the guy if he isn't really careful, meaning, that he has to generate at least three
extra shifts to pull the attack of in this way. The GM also declares that, if the extra shift's aren't created through the attack roll, then the take out is likely not to be as desired.
Jon is fine with that and rolls weapons, which Will has on good, using a rusty pipe he found (Weapon:1). The roll is neither good nor bad 0 + - 0. The mook rolls his defense with endurance or athletics (both only average) and gets a bad result - - - +. His roll is poor -1. The required
extra shifts are generated: Good vs Poor = 5. The KO is effective.
I'm pretty sure you guys can come up with a negative example yourself...
If we use the extra shifts rules this way, we can basically get all we'd like to have. A high attack skill will make it pretty sure that you can control your power. There is still the possibility that it might go wrong, yet it is slight enough to make attacking this way a valid choice. It goes without saying that the narration of the attack and it's outcome still have to be within the realm of reason, same as that the GM has always the final word, especially on how many extra shifts have to be generated by the attack.
Note that it only gets decided by the extra shifts that are generated by the comparison of Offense and Defense Roll. This is not yet stress, where weapons or inhuman strength apply. This is only about Skill.
I hope that I was able to communicate the idea. As you guys perhaps know by now, I'm not native to this language
.