I think this is a reasonable idea (play Burning Wheel much, btw?). A simple chart could give appropriate types of compliations based on degree of failure - a simple failure would result in a minor complication, while an epic failure could result in death.
There's a few scenarios where while the task might not be complex, the consequences of failure are - navigating a tightrope over a net isn't inherently more difficult than doing the same over lava (psychological factors aside). But, this could be combatted with having something like three charts for "consequence severity", leaving the core idea intact. I'm totally not sure this is necessary.
This would leave the DM some room in both assigning the specific complications that occur, as well as in setting the difficulty of the initial test.
Perhaps, in a static, prepared environment, under no stress (apart from doing a good jump), and consistent footing.
One of the things that the randomness of dice is supposed to represent is not only variance in your performance, but the variance in the environment that aren't necessarily reflected as discrete game elements.