
demlin |
Looking at the rules text:
You can call upon the solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so when a Kingdom skill check is rolled, but before you learn the result. Immediately reroll that check with a +2 circumstance bonus; you must take the new result
Is this a more convoluted way of saying that the next check gains a +2 circumstance bonus and the fortune trait?
Because if you roll the check you immediately know the result based off the rules, so I don't think this applies as a re-roll like supernatural solution. Unless of course you need to throw your dice under the table and re-roll immediately without picking it up :)

Tridus |

James is right - "before you learn the result" effectively means "before the GM tells you what happens". You get to see the result on the dice before deciding to use it.
Compare to something like Halfing Luck, where you get to know specifically that you failed before you can use it, or Amp Guidance, where you need to know that this is a situation where you can use it (meaning +1 would make a difference to the outcome).
You might already know the result based on the die roll because the Kingdom DCs are largely already known before you roll, but that doesn't count as the GM telling you the result.

Tridus |

Thank you, so basically it's an optional reroll with a +2 circumstance bonus, but the GM is not allowed to tell you the outcome (most likely only applies to events then)
You get to know the outcome. :)
You have to use Creative Solution *before* you know the outcome. ie:
1. You roll a 3.
2. You decide at this point if you want to use Creative Solution or not.
3. If so, you reroll and use the new result. If not, you use the 3.
4. GM tells you the outcome.
The counter example is Halfling Luck:
1. You roll a 3.
2. GM tells you the result (Failure).
3. You decide at this point if you want to use Halfing Luck or not.
4. If so, you reroll and use the new result. If not, you use the 3, which you know is a failure.
5. GM tells you the outcome.
See the difference? In the case of Creative Solution, you reroll before the GM tells you the degree of success. But once you decide that, things proceed normally and you know the result based on whatever your final roll is.
In practice this takes a bit of working with your GM to determine how you're going to use it, and for the GM to either wait a bit to let you decide to use it or not, or prompt on a bad roll without just immediately rushing to tell you the outcome. And having a bit of leeway if they do rush.
It also requires handling a bit differently in something like Foundry, which reveals the degree of success immediately for some rolls (including Kingdom checks if you're using the kingdom module).
Play by Post would require accommodation as well just given how it works. The rules in situations like that are made to be bent, so change it up in some way that lets the ability work.

Souls At War |

For some things, the degree of success of failure is known, but perhaps not what the effect is. Is Unrest or Ruin going to increase by some amount? Is a hostile army going to get a bonus? etc.
This is pretty much what JJ, Tridus and I are talking about, it would be after the "you succeed/fail", but before describing what it means/does and any extra roll(s).