Attributes are this, with -1 to +3 modifiers applying to things:
Strenght
Dexterity
Skill #1
Skill #2
Magic
Charisma
Skills are from a list including many mundane shit, but some weapons (sword, bow and unarmed combat, for now) can improve by being chosen as a skill
Attacks are rolled with one or more d6, with 6s being critical hits. Armor tiers are as such:
NO ARMOR: hit on a 3+
SPARE HELMET or NO HELMET, or WORN OUT ARMOR: hit on a 4+
PROPERLY ARMORED: hit on a 5+
CHAIN ARMOR: hit on a 5+, -1 damage from slashing criticals
HALF PLATE: hit on a 5+, -1 damage from slashing and piercing criticals including arrows
FULL PLATE: as above, but adding +1 HP to the wearer
MITHRIL: makes armor lighter and adds -1 damage from firearms. (This is my way to make noblemen-based cavalry not displaced by the advent of arquebuses: using fantasy to my advantage into an alternate arms race. There will be more of this)
Other magical or enchanted armors will have specific effects, or add extra HP to the wearer.
Weapons, on the other side, deal 1 damage on a hit, or their critical damage on a 6. Starting characters will roll 1d6 for damage, but fighters eventually get 2 and even 3d6.
SWORD (critical 3): one rerroll per combat if using both hands. +1 attack per combat for each weapon skill rank
AXE / MACE (critical 3): if your maximum result is your STR bonus or lower, you can re-roll it. Two handed versions of this weapons deal critical damage of 4, but their weight is increased.
DAGGER (critical 2): +1d6 on a grapple
SPEAR (critical 3): You attack before your opponent, and if you do hit, you receive -1 total damage from his attack. Can be used on a horse. Polearms do not, as they require both hands, but have a critical damage of 4
BOW (critical 3). Aiming minigame: You can spend one turn to carefully aim your target: roll 1d6. Add this result to the next attack if succesful. If your aim roll is not very good, you must move to get a better line of sight and re-roll it (spend another turn). The first and the third ranks on bow expertise giveyou an extra d6 each for aiming (keep best). The second rank gives you a whole d6 for attacking (so you shoot with 2d6). As the attack bonus increase through levelling does not extend to ranged weapons, this is the easiest way to improve your ranged damage.
CROSSBOWS (critical 4) are as bows but need an extra turn for reloading. Can aim, but have no expertise skill.
ARQUEBUSES (critical 4) need an extra turn for reloading; cannot aim or be expertised upon. They do, however, 2 damage instead of 1 on every normal hit; and shields block with disadvantage.


