Yora
Legend
I think Sword & Sorcery demands a combat system that is faster and with simpler rules, not one that is slower and more meticulous. You want fast action with enemies being quickly swepts aside. The swinging of swords doesn't really add anything to the story, it rather interrupt the story. What you want instead is a system that is highly flexible by being rather abstract, so that you can represent all kinds of cool things players might want to do with a small set of very simple dice rolls. Don't get bogged down with counting squares and optimizing your conditional modifiers. When a player says he wants to throw an enemy over the railing and down a well, there's no time to pull out some book to look up an obscure rule for grabbing and throwing opponents. Push heavy barrels down the stairs, swing on chandeliers, push someone's face into the forge fire. It has to feel like chaotic action, not like a cricket game lasting the whole afternon.