plugging this again:
Melee combat is a contested roll of 2d6. Higher of the two rolls is the Attack Die, lower 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.
For multiple combatants versus one, add 1d6 for each extra combatant, and discard all but two highest rolls.
Winner of contested attack roll calculates damage as Damage = Weapon Damage x Damage Die versus Armor Class.
If the Attack Die roll is a natural 6, the attack is a critical hit (use the Critical Damage value instead).
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, a helmet grants +1 AC vs critical hits, a shield wins draws (unless both combatants have one).
If calculated damage is greater than Armor, target is Wounded. Else, the target is dazed (grants advantage).
If already dazed, target is stunned (grants advantage, and edge). If already stunned, target is knocked out.
A system i've been messing with.
Instead of dealing with endless charts and corner cases, the GM just makes one ruling on advantage/edge based on the relative skill, equipment, strength, and all applicable factors, and both combatants roll.
Now, because the higher of the two rolls is tha attack roll, this favors the fighter with the edge (since you don't get stuck with a low roll that often), and because the damage roll is lower, armor is pretty effective at stopping attacks (particularly plate), but can still be defeated, and even if it isn't daze/stun/ko covers it.