Wait, people use the grapple rules?
I jest, but I see where you are going. I’m not sure those make good examples though. Flanking the ogre, for example, might be exactly what’s needed to attack it in Dungeon World, since no one can get close enough otherwise.
I have the same issues with Calris’ other examples: A DW fighter can certainly shoot it with a bow (I’d say that’s probably a good idea!) and tricking or riddling probably doesn’t engage with the mechanics of either system, so I’d say that goes just fine either way.
So this is my problem: I am picking apart these examples, not because I am defending anything at this point, but because I want to see the differences. Yes, in D&D, “I flank the ogre” means someone gets Advantage against it, while in Dungeon World, it might mean “Now you can stab it without having to weasel past its reach with a Defy Danger or something” but both of those provide real, mechanical advantages. Similarly, the bow and the riddling. (Well, the riddling is sortof a ‘category C’ where neither system does anything with it). So I feel like I am being mean and nitpicking examples, because clearly people have something in mind that gets to the core of this, but are having trouble finding examples. But at the same time, I am asking myself “Why is it so hard to come up with a clear example here?”
Is it that the GM has to adjudicate the difficulty of getting into Hack & Slash range of the ogre? Would this be solved if Dungeon World explicitly said “Since Ogres have the Reach tag, characters who have weapons that have shorter ranges must Defy Danger to roll Hack & Slash against it”? The game never comes out and says something like this – maybe because it assumed people would figure it out, maybe because they didn’t want to assume it would always be true, or maybe because they didn’t want to rigorously define stuff so as to keep people ‘thinking in the fiction’, or whatever, but it doesn’t.
Or maybe it does, as Thomas’ edit suggests, all come down to “But I’m just making another roll!” but that’s… what advantage/disadvantage is, which at the end of the day, is a lot of what you get in these situations in D&D, so I don’t think that’s really it? Does it just need difficulty numbers? Does a roll where you need a 15 feel different from two rolls where you need a 10?