Not so. Stress != damage. A high weapons character could just be doing fancy moves, and backing their opponent into a corner. A skilled gunman might just be shooting where the target was about to be, thus discouraging them from moving. In either case, the taken out result is they surrender, since they know they are outclasses and out gunned.
The ghoul's slash that just missed Dresden's face? That's stress. When Harry got shot, that's a consequence. Per YS197, ". Each party accumulates gradual success, affecting their opponents in a momentary (resulting in stress) or lasting (resulting in a consequence) way."
To address the OP, it's really up to the table to decide. If more of the table agree it's B, then so be it. If more people agree with the GM, than it's A.
I'd say sit down and talk it out with your group.
-EF
Gotta disagree here. Maybe I'm misremembering, but I'm pretty sure that a slash 'narrowly missing' someone's face would not count as stress. I was under the impression that stress
was damage.
I find myself torn in this conflict. On the one hand, it seems unfair to reward a good roll with such a potentially bad result. On the other, it is unrealistic to suppose that someone can shoot and throw fireballs at people with the knowledge that they will never, ever kill someone unless they don't want to.
One potential idea for a homebrew solution is to impose some sort of 'kill-line.' If someone is taken out with physical stress, but by under a certain margin (less than double their max stress, maybe?) the player can choose whether they die or are knocked unconscious or what have you. If the stress exceeds that margin, though...death may ensue.
Of course, that only answers the specific issue of how to deal with attacks that can kill people. There is still the issue of what to do with extra stress. It seems like Overflow (YS, 213-214) could help deal with this. It states that if a player accidentally (this specifically does not apply when such a high number has been deliberately achieved with fate points) gets a large surplus of success, higher than they need to complete the task they declared, they can devote the surplus shifts of success to a second, not directly offensive action. The example it gives is Michael defeating a demon with a six shift attack when he only needs three. He uses three as surplus and uses it to sprint out of the collapsing temple.
Now, the obvious issue of how exactly Michael's player would know exactly how much stress he needed to take out the demon, this would seem to answer some of our questions, wouldn't it?