Lots of ways to play with MM table results:
Whatever # appears is the % amount of the Movement Rate one achieves.
These delays for less than 100% results means adding another attempt to complete whatever maneuver is being tried for.
For more fun, add a d10/x rounds before another attempt can be rolled for…
In combat situations, awesome tension gets inserted into your game as “…the slimy, slithering, monstrosity shambles ever closer to the Party - acidic-ally pitting the ancient Dwarven spiral staircase as your Rogue feverishly continues to pick the stubborn lock that he assured you was a simple one to bypass!”
For more difficulty, every % number listed must be rolled under to get that much success, otherwise the result listed is halved/quartered/tenthed.
This makes having enough development points invested in a skill worth much more vs those builds that merely take a single skill rank and be done with it.
Finally, don’t allow any % movement/success at all.
“Nope, no 100% yet…”.
These moments are for tiring actions like moving the heavy granite tomb lid/stone door. Three strikes and you’re too tired to try again until a rest, whether a full camp one or a mere hour or two having a sit.
Lots of ways to make things more memorable than, “keep trying until you’re done.” Result differences of 50-100+ rolling over said %s can mean Fumbles or deadly rolls on the Fall/Crush or other crit tables if not just outright scaling up the next column for Failures.
“Sorry, you’re getting frustrated by this task. Next attempt is going from Medium to Hard…then Very Hard, etc. until x happens.”