Dogs in the Vineyard has a neat system.
Every character has the same 4 attributes: Acuity, Body, Heart, and Will.
When you get into a conflict, you roll two of those. Depending on what you are doing: if you're talking, you roll Acuity and Heart; if you're doing something physical but not
fighting, you roll Body and Heart; if you're fighting hand to hand, you roll Body and Will; and if you're gun fighting, you roll Acuity and Will.
Then you have a list of Traits & Relationships. There's no set list, you can just make them up (during character creation and when you get "experience"). You can roll those by narrating an action that uses the trait. So if I have "Dead shot with a rifle 2d8" I could roll 2d8 whenever the fact that I'm a dead shot with a rifle matters.
Items are also represented like this.
Once you roll a die, you put it in front of you. You can't roll something (trait/relationship/attribute/item) twice.
Okay.
So when you get into the conflict, you have a bunch of dice. When it's your turn, you make a Raise by saying what you do. You put forward two of your dice.
The other guy has to match or beat this roll with his dice. If he can do it with 2 dice of his, he Blocks; if he does it with 3 or more, he Takes the Blow (if you're swinging a broken beer bottle at him, he gets hit). If he does it with 1 die, then he Reverses the blow and gets to use that 1 die over again.
Or you can just Give up.
You keep going until someone can't match the other guy's raise, or until someone Gives.