Another option for Sellsword might be to go diceless, similar to the Amber Diceless RPG. Characters simply compare stats, and if one is superior, that character always win, presuming the contest is fair and goes on for long enough. Stats are rated by who would find your skills to be exceptional:
- 0: No one
- 1: Your family
- 2: A village
- 3: A town
- 4: A city
- 5: A province
- 6: A kingdom
- 7: A continent
The greater the difference in skills, the shorter the conflict. If the local village boxer goes up against the kingdom’s greatest warrior, the conflict is over immediately. But if a town champion goes up against a city champion, he’ll likely be able to hold his ground for a good while before succumbing.
Players can tip the odds by adding narrative advantages, either by bringing in help, changing the situations, or pushing recklessly far. Bringing in help adds player collaboration, changing the situation required creative thinking, and pushing recklessly adds a strategic sacrificial element. By making the stats of the conflict quite solid, players will have a better foundation to plan on. Too often I see my 5th grade players refusing to think ahead or plan, because the dice add so much randomness that any plan would immediately go out the window once a conflict started.
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