Ok, first of all, I haven't thought this all the way through or play-tested it. Anyway, I thought of a simple way to add a little more depth to weapons. In addition to regular stats, each weapon has an Offensive and a Defensive rating. An offensive rating would add to hit, and defensive rating would add to AC. A weapon this a crossbow might have a large Offensive rating but little or no defensive rating. Same goes for large, unwieldy weapons. Weapons like a raiper, parrying dagger or other weapons like that might have a high defensive rating. This system mantains balance, by adding to both AC and attacks. It also makes gaurds with crossbows more realistic, as they can hit the PC's easier, but once the PC's close in they are meat. Then you could have gaurds that don't have to be high lvl to threaten the PC's. This system also opens up some new feat ideas, similar to weapon focus. I think, with this system, you get more defined characters because of weapon choice. The barbarian with the great axe goes in loping off limbs but gits hit a lot, while the swashbuckling character isn't as offensive, but can block with his weapon. This also makes closing in on ranged enemies for important. Well i think you smart people can figure out all the other cool things it does. Yes i know this is not organized. Yes you can begin yelling now.