So as it turns out, once you start thinking about decision points in a story, they reveal themselves to be quite complex. I've been working on Siege and in particular have been wrestling with the interaction of decision points with the character stats. In Siege, a decision point has the potential to affect characters and relationships, as well as the story itself. So I have to ensure that the rule for decision points engages this interaction in the way I want.
As it stands now, I think I have a solution to the problem. The next step is to find a way to keep it simple. I would despise creating a game that distracts from the story with unnecessarily complicated rules. And as you can tell from the title of this post, I think the solution is a dice pool rule.