Following is a designer note from the current working draft of Hexagram, the ruleset I have been working on.
The game Burning Wheel has a principle called Let It Ride:
A player shall test once against an obstacle and shall not roll again until conditions legitimately and drastically change. Neither GM nor player can call for a retest unless those conditions change. Successes from the initial roll count for all applicable situations in play (Burning Wheel Gold, page 32).
This means that once the players agree upon a particular test to resolve an uncertain outcome, the result of that one test fully determines the outcome. For example, a player may roll to determine if a character is able to open a lock. According to the Let It Ride principle, the player gets only one try to accomplish this goal using this means. Spending more fictional time for another attempt is not possible. Players must consider other means to get past the lock, such as smashing it with a hammer that may come with additional unintended consequences.
Hexagram play is based on a different game design principle: Push Your Luck. In Push Your Luck play, the number of attempts is not limited but risk attends each try. Additional tries tempt fate. In Hexagram, making Moves requires taking a Turn and taking a Turn requires rolling the Hazard Die and possibility of setbacks. In other words, potential mechanical reward entails potential risk. Part of the risk in taking another Turn comes from advancing fictional time. For example, taking a Haven Turn to recover could result in opponents gathering reinforcements, weather taking a turn for the worse, a political crisis, or a natural disaster. Though Adventurers may be making the same Moves, the setting does not remain static in response.
From a general perspective, Let It Ride and Push Your Luck can be seen as two poles of a bipolar resolution finality spectrum. Let It Ride specifies that a resolution is final after one iteration while Push Your Luck specifies that resolution may be indeterminate. An Adventurer may fail to open a lock, take the outcome of the Hazard Die in stride, and then try again, repeating this procedure as many times as desired assuming the Adventurer remains capable. Various intermediate principles are also possible along this spectrum. For example, limiting the number of potential retests to some arbitrary number or requiring players to spend some consumable game resource to try again.
Neither principle is inherently superior, but they do have different properties and structure play differently. In Burning Wheel, the purpose of Let It Ride is to continuously push the fictional narrative forward. Additionally, Let It Ride may encourage more diverse problem solving over time as probability suggests that a given means will be insufficient at least some of the time, forcing players to use alternative strategies. Push Your Luck leverages the psychology of temptation, assuming the uncertainty in question stands between players and their desires. By allowing players to take on greater risk in pursuit of outcomes judged important, Push Your Luck also lends weight and consequence to player decisions.