So, Veeky Forums, here's an idea I've been playing with for a rules-lite, generic medieval fantasy system.
Long story short, I want a system that is more streamlined, and more accurately represents swordfighting, than the "take turns rolling to hit" most systems do.
So far, this is what I came up with:
Melee combat is a contested roll of 2d6. Higher roll is the attack die, lower roll is the damage die.
Combat Advantage (momentum, higher ground, support, etc.): Roll 3d6 instead of 2d6, and discard lowest roll.
Edge (better equipment, skill, physical conditions, etc.): +1, +2, or +3 attack modifier at GM's discretion.
Winner of contested attack roll calculates damage as
weapon damage x damage die vs armor class (AC).
If attack roll is a 6 (before modifiers), the hit is critical.
weapon type: Weapon damage/critical damage
Light: 1/3 (knife, dagger, improvised)
standard: 2/3 (sword, axe, mace, etc.)
Heavy: 3/4 (longsword, pole axe, etc.)
Armor Class:
shield only: 4 (5 with helmet)
helmet only: 4 (5 with shield)
light armor: 5 (6 with helmet or shield, 7 with both)
heavy armor: 7 (8 with helmet or shield, 9 with both)
plate armor: 10 (11 with helmet or shield, 12 with both)
Additionally, helmet grants +1 AC vs critical hits, shield wins draws (unless both combatants have shields).
If calculated damage is greater than Armor, the target is Wounded. Otherwise, target is dazed (grants advantage).
If already dazed, target is stunned (grants both advantage, and edge). If already stunned, target is knocked out.