Question and a note.
It sounds like you are speaking about MUD level automated combat (which is the same as many MMORPG games, with complex many step resolutions and factors) either real time, or with a potentially complex turn system when referring to dice. Contrast with systems usually mean to be simple enough to play "quickly at the table" like your typical RPG e.g. Vampire, RuneQuest, ShadowRun. Is that what you mean?
Also, so note that having ratings for things doesn't require dice. You just need a statement of how much better one rating is than another, to give you an idea of how the narration should go, and what is a concession, compromise etc. A simple example of this would be a proportion system, where your chance to win is rating A/(Rating A + Rating B). Anything outside about that rate of success should be paid for or discussed. So two matched opponents should discuss, and describe it as a close match. If someone clearly outmatched is posed as dominating, there should be a reason beyond "I didn't feel like losing despite being outmatched".