Too many dice rolls can lead to frustration from the RNG Gods, so I wanted more stability as well.
So, my system.
I knew from the start I wanted to include dodging, glancing armor saves (blade slides off armor), a flat damage reduction on hits (armor still works on a good, solid hit), faith saves (gods play a heavy role in my game, and intervention is common in combat), and a standard luck save - as well as a way of circumventing all of the above. Maces ignore glancing saves, chopping weapons can go over shields, a holy weapon will ignore faith saves, etc.. Lastly, I wanted a distinction between how much your armor covers and how protected you are.
But simplicity was a goal. Fun, with lots of choices that do impactful things (weapons do more than +damage), but you shouldn't need a spreadsheet to PLAY (only design).
I played around with this a lot. You can see my efforts in the previous picture. Here's what I've finally settled with:
>Attributes: Combat Skill, Defence, Faith, Luck
>Stats: Weapon Skill (one for each weapon type), Damage, Dodge, Damage Reduction, Armor Cover %, Armor Save, Encumbrance
>Formula (in order):
>To Hit: (30+(pWS x BONUS*)-(eDDG - eENC))/60
*BONUS: x1.5 if attacking from the side, x2 if behind
>Parry/At Bay: (eWS/2)/60
>Block: BLK%
>Armor Save: eARM% x (eARSV/6)
>Faith Save: eFTH/60
>Faith Counter Save: pFTH/60**
**If both pass, a Faith War begins. Deus Vult.
>Luck Save: (eLUK - pLUK)/60
>Damage: pDAM - eDEF
I know it looks like a lot, but for two peasants fighting with fists, it's a 50% chance from the front, 75% from side, 100% from behind to deal damage. For a man in full iron armor and a shield, the peasant can't do squat. That's another thing - armor acquisition is semi-realistic. It's extremely rare and expensive as fuck to acquire, especially a full suit. Most everyone will have hybrid gear and non-generic stats.