@Nimlouth brought up a good point about dice pool systems like VDS. For some, the act of adding a pool of dice slows the game and breaks immersion. Below is a potential solution.
Category Test
Roll a Test and compare the dice. Highest wins. The results are split into three categories: 6, 4/5, and 123.
- Roll Dice
- Compare highest dice.
- Highest wins. Tie goes to most Dice in the winning category or next category down. Critical on a roll which includes a 6 and the opponent has no 6s or 4/5s.
PROS
- essentially the same mathematically (feel free to correct me/see below for caveat). Roll high to win.
- quickly separate die into categories and compare. In test rolls it takes less than 10 secs to roll GM and Player then compare.
- fulfills my dream of using mouse guard dice.
- matches the SKILL rolls. looking for those 6s and 4/5s. 123s are scoundrels relegated to dust.
- if you wish, you can “read the runes.” Lots of 123s on both sides? the one who fought dirtiest won. dust in the eyes. knee to the groin. knife to the back. Good spread with a player win? Parry, dodge, thrust the small gap between armor.
- Can add more complexity/potential with multiple hits. Count the dice between winning die and the highest of the opponent. Player: 654 vs GM: 43 = 2 hits (6 and 5 are higher than 4).
CONS
- rolling more dice is not necessarily guaranteed. a lucky 6 beats 5 5s. Might be a simple way to address this?
GEAR ,SPELLs, etc. can have a POTENT I/II/II tag: reroll a die/reroll any 2 dice/reroll any 3 dice.
SKILLs also avoid this issue, making them more potent
- Not as exciting to roll big numbers, but rolling 666 is even more epic now
- not math which will be counterintuitive those coming from 5e, ICME, PF, etc.