Gary's New/ Old Campaign
Colonel,
I read that you started an OD&D game with some rather simplified rules. As a Blue Booker, I've always tried to find a middle ground between the complexity of AD&D and the faster-paced simplicity of OD&D. I was intrigued by your new/ old rule of PC damage being 1d6, regardless of weapon used.
I did something almost as simple, yet it still allowed for variety. I grouped melee weapons thusly:
Type 1: Hands, Fists, Feet, Headbutts, Knees, Elbows =1d2 damage, of which 50% is temporary stun damage. If brass knuckles, mailed fists, spiked gloves, iron boots and helmeted heads are used, full lethal damage. This would also include small knives and darts. Two attacks per round.
Type 2: Dagger, Dart, Sap =1d4 damage, two attacks per round
Type 3: Hand Axe, Short Sword, Javelin, Horseman’s Mace/ Pick/ Hammer/ Flail, Club =1d6 damage
Type 4: Spear (includes Light and Heavy Lances)*, Axe, Sword, Mace/ Pick/ Flail/ Hammer =1d8 damage
Type 5: Pike**, Polearm*, Heavy Lance*, Two-Handed Sword, Maul, War Axe =1d10 damage
* use the next higher number for reach
** pikes outreach all other melee weapons
The type number is the speed and reach of the weapon. If the two sides are apart, the one with the longest reach goes first until the two sides close. Once they close, roll 1d6 (low roll) for initiative, plus the speed of the weapon.
This system is easy, fast and surprisingly realistic as men with polearms, for example, drop them in favor of smaller and faster weapons for close combat. For really nasty combat, after the first round of close combat use weapon speed alone for initiative.