I've noticed that in my designing, in regards to conflict resolution, I tend to slip into either:
1) Some randomness: Roll a die, usually with some modifiers, to determine result.
2) Non-random: Highest score wins, with maybe some modifiers.
These are pretty standard was of doing things, but I'm interested in exploring the middle-ground more.
The die rolling can be designed to be either quite predictable or not, but can suffer from being tedious if you have endless die rolls. This depends on the game and how it's used, of course.
A simple comparing of scores, with no randomness, is more streamlined, but suffers from predictability.
What are some good ways of getting a little of both, and keeping complexity down?
All I can think of at the moment is using a non-random system, with some kind of hidden modifiers - playable modifier cards perhaps.
It should be noted that it isn't the randomness I'm trying to get rid of.
I'm looking for a resolution system that can handle many resolutions, without becoming tedious, while retaining some uncertainty. One way was to move to a non-random system where you simply compare scores, which is much quicker, but the problem with it is that it removes the uncertainty.
So, I'm looking for was to speed things up, or streamline, the process.