What if we abstract out all the event conflict down to just what would be "spent" for success by the player for each choice path. This would leave only deterministic player choices. The player would choose what managed resource they could most afford to lose at that time, like hit points, stamina, time, or money. Then we could also add a press your luck choice back in for fun.
Here is a graphic to help explain the idea. For now, it is based on a solo adventure game "Crash Landing" with random draw events for the player to resolve.
What are your thoughts on the mechanism idea from a design perspective?
Thanks in advance for replies!