These are good examples - but it might take a while to work through all of them
Let's start with the first one - to keep things simple, I'm going to concentrate solely on the game mechanics and ignore modifiers that might be applied along the way for good roleplaying.
To keep things interesting, let's assume that the king is initially skeptical about the benefits of declaring war on the neighbouring realm. He covets the opportunity for territorial gains, but his advisors have convinced him that starting a war would be both costly and risky. Also, let's assume that there is a faction at court who oppose aggression the other kingdom - maybe their lands are located near the border or maybe they have commercial or family ties with people on the other side.
For the sake of argument, let's assume that one character in the party will do most of the talking (presumably the one with the best social skills), but other adventurers will speak up whenever they have something to contribute.
Start by calculating the average skill levels of the members of the group involved in the debate with the exception of the character doing most of the talking. Do this for skills such as Influence, Courtesy, Oratory, and Lore (Tactics). Using using the standard rules for Complementary Skills from the Core Rulebook, the average skill of the party will be used to help the character pleading the case before the king.
You can use this approach with almost any skill where multiple characters assist one who is doing most of the heavy lifting. I find this works better than the rules for assistance in the Legend rulebook, which gives the larger group a huge advantage in situations where an opposed skill roll occurs between two groups.
Now let's break the challenge down into into logical steps and associate skill rolls with each step.
Persuading the king to wage war on a neighbouring nation might involve the following tasks:
- Obtain an audience with the king - win an opposed Courtesy roll against the Royal Chamberlain to gain access to the royal court, then win an opposed roll against Influence to be conducted into the royal presence.
- Read the king's mood to pitch your arguments correctly - Make an Insight roll. On a success, lower the difficulty of subsequent rolls by one step. On a failure, raise them by one step. On a critical success or critical failure, adjust the difficulty modifier by two levels rather than one.
- Address the King correctly - Make a Courtesy roll. No benefits for a success, but on a failure your lack of social graces is obvious and on a Critical Failure you insult the king badly.
- Get the King's Attention - Present a rousing opening speech asking the king to listen to the arguments for war. Make an Oratory roll against the average Persistence of the court to determine how well the speech is received. Remember that it is hard for the king to argue against war if the bulk of the nobles and courtiers support military action. The king can resist the Oratory roll with either Persistence or Insight. If the characters win, the king agrees to listen further. If not, he ends the audience and dismisses the characters so that he can turn his attention to more pressing matters.
- Demonstrate to the king that war could be won - Make a Lore (Tactics) to present a credible invasion plan to the king that plays up the potential victories and plays down the potential risks. This may be handled as an opposed roll against the king's own Lore (Tactics). If he asks one of his generals for their assessment of the plan, he can use their Lore (Tactics) as a complementary skill to his own roll. If the characters lose this roll, the king decides that their plan is weak and decides not to pursue it. If they proceed, they move to the next stage.
- Counter the arguments of those opposed to war - As discussed above, make an opposed Influence roll against the leader of the faction opposed to war. He can use the average Influence skill of his followers at court to support his position. If the faction leader wins this contest, the king decides that a war would be too politically damaging on the domestic front and ends the discussion. Otherwise, proceed to the final step.
- Convince the King - Finally, the king considers the arguments of both sides and makes a decision. The characters have made a convincing case so far, but this is crunch time. The characters must make a final opposed Influence roll against the king's Persistence. The faction opposed to war may have cast some doubts in the king's mind, so he can use their average Influence skill as a Complementary Skill to boost his Persistence. This will be a tough roll for the characters and if you want to eke out a bit more drama you could even use the extended task rules from Arms of Legend to play out the king's deliberations as he asks members of one group and then the other questions about their position. However, in the end the king will be convinced by the arguments of one side or another.
How does this sound so far