Horwath
Legend
Situation is now that dexterity is kind of "do it all" stat.
Weapon damage does not help in this as "finesse" property does not "cost" anything. Or it is valued as "versatile", which is more or less worthless.
And this will give bump to str based melee characters.
So my suggestion is:
simple weapons: base damage 1d8,
martial weapons: base damage 1d10,
Light property: reduce damage die by 1 step,
Finesse property: reduce damage die by 1 step,
Thrown(30/120) property: reduce damage die by 1 step,
Reach1(+5ft): reduce damage die by 1 step,
Reach2(+10ft): reduce damage die by 2 steps,
Two-handed: increase damage die by 2 steps,
Heavy: increase damage die by 1 step,
Versatile: free for all 1Handed weapons that do not have light and/or finesse property.
damage die steps: 1d3,1d4,1d6,1d8,1d10,1d12,2d6,2d8.
Some rules for combining properties:
Heavy weapons must be Two-handed,
Light weapons cannot be Two-handed. And by the same definition cannot be Light. Doh!
Reach weapons cannot be Light,(do not care about any version of the whip),
Reach2 weapons must be Heavy and with that Two-handed,
Reach weapons cannot be Thrown,
Finesse weapons cannot be Heavy,
Some examples:
Greatsword/great-ax/Maul(martial, Twohanded,Heavy): 2d8,
Pike(martial, reach2 15ft, Twohanded, Heavy):1d12,
Pole-ax(martial, reach 10ft, Twonaded, Heavy): 2d6,
War-ax(martial, Twohanded): 2d6,
War longspear(martial, Twohanded, reach 10ft):1d12,
Longword/battle-ax/warhammer(martial, versatile 1d12): 1d10,
Rapier(martial, finesse): 1d8,
Short sword/scimitar(martial, finesse, light): 1d6,
Dagger(simple, finesse, light): 1d4
Throwing knife(simple, finesse, light, thrown 30/120): 1d3,
Spear(simple, reach 10ft, versatile 1d8): 1d6,
Longspear(simple, twohanded, reach 10ft): 1d10,
Mace(simple, versatile 1d10): 1d8,
Club(simple, light): 1d6,
Long knife(simple, finesse):1d6,
Javelin(simple, thrown 30/120, versatile 1d8): 1d6
Weapon damage does not help in this as "finesse" property does not "cost" anything. Or it is valued as "versatile", which is more or less worthless.
And this will give bump to str based melee characters.
So my suggestion is:
simple weapons: base damage 1d8,
martial weapons: base damage 1d10,
Light property: reduce damage die by 1 step,
Finesse property: reduce damage die by 1 step,
Thrown(30/120) property: reduce damage die by 1 step,
Reach1(+5ft): reduce damage die by 1 step,
Reach2(+10ft): reduce damage die by 2 steps,
Two-handed: increase damage die by 2 steps,
Heavy: increase damage die by 1 step,
Versatile: free for all 1Handed weapons that do not have light and/or finesse property.
damage die steps: 1d3,1d4,1d6,1d8,1d10,1d12,2d6,2d8.
Some rules for combining properties:
Heavy weapons must be Two-handed,
Light weapons cannot be Two-handed. And by the same definition cannot be Light. Doh!

Reach weapons cannot be Light,(do not care about any version of the whip),
Reach2 weapons must be Heavy and with that Two-handed,
Reach weapons cannot be Thrown,
Finesse weapons cannot be Heavy,
Some examples:
Greatsword/great-ax/Maul(martial, Twohanded,Heavy): 2d8,
Pike(martial, reach2 15ft, Twohanded, Heavy):1d12,
Pole-ax(martial, reach 10ft, Twonaded, Heavy): 2d6,
War-ax(martial, Twohanded): 2d6,
War longspear(martial, Twohanded, reach 10ft):1d12,
Longword/battle-ax/warhammer(martial, versatile 1d12): 1d10,
Rapier(martial, finesse): 1d8,
Short sword/scimitar(martial, finesse, light): 1d6,
Dagger(simple, finesse, light): 1d4
Throwing knife(simple, finesse, light, thrown 30/120): 1d3,
Spear(simple, reach 10ft, versatile 1d8): 1d6,
Longspear(simple, twohanded, reach 10ft): 1d10,
Mace(simple, versatile 1d10): 1d8,
Club(simple, light): 1d6,
Long knife(simple, finesse):1d6,
Javelin(simple, thrown 30/120, versatile 1d8): 1d6