OOH ok, the idea of different dice representing different elements has got my brain going, and I think the different result ranges could be ok if you interpret each one like a unique sort of magic 8-ball with different results for each face rather than having a unified system of higher number = success.
Note that I use the term momentum a lot - this might have a more defined meaning in whatever system this is for, but I kinda use it in a loose, vibes-y way to define how much you're able to be proactive vs how much you're stuck reacting to your opposition.
So something like this...
The d4 is the die of fire.
Roll it when taking a bold, precarious, destructive approach.
1: Burnout. Unmitigated disaster.
2: Fire's Price. You fail painfully, but keep momentum
3: Rising Blaze. You prevail, and seize momentum
4: Inferno. You obliterate all opposition in your path. There may be collateral damage or long-term consequences.
The d6 is the die of earth.
Roll it when attempting to make sturdy, steady, methodical progress.
1: Dust. You lose a foothold, or a layer of your defenses gives way.
2: Buried. The situation grinds to a halt. Further impediments present themselves.
3: Calcified. You hold fast, but lose momentum.
4: Stone's Advance. You gain a bit of ground and are protected from consequences.
5: Earthen Bounty. A chance to deescalate. You and your opposition both get some of what you wanted in a way that doesn't directly harm one another. (Feel free to negotiate for this. "Opposition" and "want" can be abstract for something like a landscape you're traversing.)
6: Stronghold. Lay claim to a position (in battle, in negotiations, etc.) None may take it from you as long as you continuously defend it.
The d8 is the die of air.
Roll it when you act on a whim and seek fluid, changeable results.
1: Becalmed. Change fails to materialize. Lose momentum as the current situation gets worse.
2: Breeze. Succeed against minor obstacles, but fail against anything greater and suffer the consequences.
3: Zephyr. Dance around the obstacle. You make no headway, but keep momentum and understand it better.
4: Dancing leaves. Fail, but gently and with good fortune. You spot another way forward.
5: Gust. A head-on attempt. Succeed, but leave yourself vulnerable.
6: Gale. You spot a risky opportunity and take it. Succeed at a significant cost and you and your allies gain tremendous momentum.
7: Cyclone. A reversal of fortunes. The desperate triumph, the triumphant are brought low.
8: Tempest. Wildly destabilize things in unanticipated ways. The situation changes drastically, for better or worse.
The d12 is the die of aether.
Roll it when you seek revelations or leave your fate to the heavens. This is the die to use if you seek to do the impossible, though it may cost you dearly.
1: Synthesis. You and your allies gain a greater understanding of one another. Share something, learn something, and create an opportunity for them.
2: Duality. You and your opposition gain a greater understanding of one another. Share something, learn something, then choose whether to escalate or deescalate things.
3: Triune. Make a note whenever someone rolls this result. The first two times, nothing changes. The third time, everything does. (Then reset the count)
4: Shadow. You realize something previously unseen that makes the situation far worse. Lose momentum as you are shaken by the revelations.
5: Starlight. You see a clear path to victory, though it may be far and perilous. Gain momentum as long as you follow it.
6: Cycles. You see how the past repeats itself in the current situation. Succeed but lose momentum if you perpetuate the cycle. Fail and suffer the consequences but gain momentum if you try to break it.
7: Purity. You spot an opportunity to test your convictions. Succeed if you act with absolute certainty and conviction. Any uncertainty or hypocrisy, and it comes crashing down around you.
8: Fate. You glimpse how this is meant to unfold. State one thing that is certain and fated about the current situation and its outcome. The GM states one such thing that is certain and fated as well.
9: Music of the Spheres. You touch something far beyond you. Succeed, but you are forever changed.
10: Perfection. A sudden, impossible insight. Ask one question about anything at all, and the GM must answer truthfully.
11: Hubris. You are undone. The greater your ambition, the greater the punishment.
12: Apotheosis. You are ascendant. The greater your ambition, the greater the reward.
The d20 is the die of water.
Roll it when you follow the current and patiently await opportunity.
1-10: Receding Tide. You lose momentum.
11-20: Rising Tide. You gain momentum.
1, 11: Drought. Falter, fail, and suffer the consequences.
2, 12: Rainfall. Deescalate the situation.
3, 13: Trickling Streams. Fail and suffer the consequences, but your next success is magnified.
4, 14: Still Waters. You wait patiently, and are protected from harm as things unfold around you.
5, 15: Cascade. The situation continues along its current course.
6, 16: Crashing Waves. Surge forward and succeed, but your next failure is magnified.
7, 17: Undertow. Undermine a strength or position of your opposition.
8, 18: The Deep. Fail and suffer the consequences, but learn something important.
9, 19: Leviathan. An outside force arrives and greatly disrupts the situation.
10, 20: The Flood. Drastic, unexpected action. You take your opposition by surprise and triumph.