You know what's funny though? My home brew system is over crunchy on skills and non combat actions and because I wanted a broader way to avoid those judgement calls lol. So, I ended up going with a roll + modifier being subtracted from the base skill. That way, you can not only have difficulty modifiers per circumstances (like with called shots), but you can have opposed skill checks where whoever succeeds more comes out on top.
Like, let's say you've got two dancers trying to win a competition. One has a 90 skill, the other has 80. Roll d100, add the relevant modifier, and person 2 ends up at -20 because of the modifier, and person 1 ends up at 0 because of a bad roll. It takes the quasi-random things like a drop of sweat under a foot making someone misstep a little (the dice rolls), but factors in skill and native ability.
Way over complicated, but it has ended up lasting over thirty years, with minor adjustments here and there to the modification charts and expansions of what skills are available, skills that modify other skills, and the fact that combat actions are skill based to begin with.
But it was the only way I could figure to make magic, real world fighting, unusual skill, and superhero style powers all mesh in one system.
New players are always confused, but it only takes one session for most folks to get into it.