I've been thinking on this to see if I can come up with anything, and...
Another idea I saw was to have three basic stats, numbered one to three. You pick a skill to use and that number determines how many die you roll. Obviously, rolling three die gives you a better chance to roll higher than one dice. You don't know what the other player selected, so you don't know if you should use your strongest, or weakest skills first. Best two out of three wins.
This sounds like a better idea than any I have had, if you want to keep things simple. The only possible problem I see is that it would require a GM or someone not involved in the conflict, since the chosen skills have to be kept secret before they're rolled and any posts describing the conflict could be written, but that wouldn't be difficult in a group game.
If I were writing out the rules formally, it would look something like...
1. Every character has three skills, one each at rating 1, 2, and 3. These skills represent the character's useful talents, and can be anything from superpowers like pyrokinesis to mundane qualities such as "quick-witted" or "trained soldier".
2. To resolve a conflict, all players first send a private message to the GM, picking one of their skills and describing how they will use it to achieve their goal. Once every player has done so, the GM reveals the characters decisions, and rolls are made to determine the outcome. One six-sided die is rolled per rank of the skill; for example, if a character uses rating 3 pyrokinesis, their player would roll 3 dice. The highest total wins that round of conflict, and (after all players have described their actions, if desired) the conflict moves on to the next round. Two out of three wins determine the overall victor.
3. Each skill can only be used once per conflict. A player may describe their character as using a power throughout the conflict, but once a skill has been rolled, it won't contribute to the results of any further rolls.
4. In the event of a tie, the round is repeated until a winner is decided, and skills chosen for that round can be used again. Characters involved may stick with the same skill, or pick a different one.
5. If multiple characters are working together, rolls are made as normal, and only the highest roll for each side is used. Victory and failure are determined for the entire group.
I could probably have written that out better but hopefully it's understandable enough...
Then, if you wanted, the GM could give the players the option to improve their skills at certain points in the story, each improvement adding a +1 to all total rolls of the skill chosen, maybe up to a maximum of +3. The GM could also give out bonuses and penalties if the chosen skills are used cleverly or particularly well (or ill) suited for the conflict, maybe from -3 to +3 at most. Summoning a rainstorm might be a good way to combat a sentient forest fire, but super-seduction... probably not so much. (Unless you're really
If you want things to be more random so that weaker skills have a better chance of winning out over stronger skills, you could have skills be assigned single dice rather than numbers. Maybe characters start out with a d4 skill, a d6 skill, and a d8 skill, and each of these can be improved one step at a time up to d12.