I have always thought that it was odd that most rpgs have a detailed combat system, but use a one roll system for everything else.
So, I was thinking that it would be nice if on important non combat scenes that should go for more than one roll (like social or mental conflicts) you can use the degrees of success to gauge who won the conflict (similar to D&D's skill challenges, but both sides roll).
So, if it is important to convince someone to do something and it is a pretty important scene (say, trying to get someone to give up who they were working for when they tried to assassinate you), then you can make your roll (and they make one to counter it, whatever it would be). Who ever got, say 4 success first wins the conflict. Maybe even have the character say what they did or said during a good roll and if the opponent also got success then how they dodged the question.
Does any of this make sense? I though this might be good for interigation scenes.
). So, someone might be loud and outgoing as opposed to another player who is shy, but clever and sometimes people think I am the good roleplayer (when in reality, I am just more of attention hog).