There are specific situations (not only in combat) where the number of sixes matter (such as a Healing roll to get a broken person back on their feet), but stunts is not a thing as such in FBL and the references to them will be removed. Pushing rolls will still be important and common, as it is mostly done after a failed roll anyway.
The reason for this difference from MYZ is that some stunt examples in MYZ honestly felt a little forced (such as the stunts for the Force and Endure skills), so in FBL we decided to remove "stunts" as a thing that can be achieved in every dice roll, and instead specify the situtations where extra sixes actually do matter.
Understood, thanks for clearing this up (especially on a sunday). Would it be possible to add a note in the GM section to give advice and guidance for a GM to allow players to spend additional successes on skills if they roll really well? If you take this option away for most skills then it leaves a mostly pass/fail dynamic which isn't as much fun.
As an aside on some of the play sessions that i have listened to relating to MY0, players have opted to push roles to get additional successes when they have already succeeded.
YZE Bestiary - https://www.drivethrurpg.com/product/320924/The-Servants-of-Memory
My Blog - https://is-it-a-monster.blogspot.com/
Instant Session - https://perchance.org/fl-session-generator
Monsters - https://perchance.org/fl-monster-generator