I was wondering how you guys are planning on doing the damage calculations. As a statistician, I find it lazy to use a pure random number generator to get a value for damage or defensive rolls.
Why not make the weapons have damage distributions?
Maybe a sword has a damage distribution of a normal distribution with a mean of 5. So most of the damage values will be near 5, depending on how much you want these numbers to vary.
Then you might have a bow and arrow. Maybe in this case you want the damage to be smaller, same mean, but every once in a while you will see an arrow do large amount of damage, but not very often. In this case use a Poisson distribution or some type of geometric distribution for this type of weapon.
Hell make whatever distribution you want for weapons. They don't even have to be continous, maybe just make a discrete distribution with probabilities of your own.
Maybe for a some flame weapon, it is very sporadic.
Might make a distribution that looks like (just as an example)
1 dmg 20%
2 dmg 12%
3 dmg 9%
4 dmg 40%
5 dmg 16%
6 dmg 1%
7 dmg 0%
8 dmg 2%
Maybe use a randomization on the probabilities! there is all kind of things that could be messed with.
Just some thoughts then the basic uniform distribution that people seem to keep using over and over from every game.