I also think that a stat rework may be beneficial, having "Constitution" instead of defense, as a stat that influences max HPs and saves, and leaving "Defense" to Armor would be better.
This is a suggestion.
The idea would be to have damage classes related to weapon types, as the following:
- Class 1 "Scratch" 1 damage, (punch)
- Class 2 "Light Hit" 2/1d3 damage (1 arrow hit, a claw attack)
- Class 3 "Medium Hit" 3/1d4 damage (a 1-H weapon hit, 1 crossbow bolt, 1 trident hit, a bite attack)
- Class 4 "Heavy Hit" 4/1d6 damage (a 2-H weapon hit)
- Class 5 "Deadly Hit" 6/1d10 damage
- Class 6 2d6 damage
Now apply these rules for weapons and armors:
- Anyone wearing armor would downscale damage class received by 1 (class 0 would prevent the damage).
- A bigger size upscales damage class inflicted by 1(stackable), a lower size downscales damage class inflicted by 1.
- Someone with a shield reduces damage class inflicted and received by 1
- Dual Wielding two 1-H weapons downscales inflicted damage class by 1 but allows a second attack.
More Weapon types are not really worth to be specified in small scaled fights as current CRP is limited to.
It can very well be something to discuss about if you ever CRP battles and battle formations.
Nonetheless slimes can be resistant to Bludgeoning and axes , while skeletons can be resistant to cutting and swords.
I am also a fan of non decimal HP systems for RPGs as they help RP-ing more. This system may in fact be converted to one based on "wounds gravity" instead of HPs.
Instead of having a decimal number of HPs, someone could faint after a limited number of "Heavy Wounds", where e.g an Heavy Wound is worth 2 Medium Wounds, which is worth 4 Light Wounds aka 8 scratches.