tl;dr
d6 success system where every weapon has a Speed and Impact rating which negates Dodge and Armor.
Attacking is resolved like this:
Attack roll - [(enemy Dodge roll - Weapon Speed) + (enemy Armour - Pierce)]
You roll your attack, enemy rolls Dodge.
Your Speed negates enemy Dodge successes, your Impact negates enemy Armour (static number). Each success in Dodge and each Armour remaining now reduces your total damage.
It works in practice but is a bit clunky and slow, but is nearly impossible for me to streamline without sacrificing the weapon depth by removing either Speed or Impact.
As always, it's a WIP so excuse the mess
>>54039849
Design thread /gdg/ is here:
>>53981681
A good philosophy, I think. Might be faster if you could roll half of that into a constant by merging two or more values, or the inverse of a value.