Hervé said:
After all, who can really say than a broadsword hurts more than a scimitar? Same for criticals. Each category needs to have a common critical. There are feats and abilities that modify them if needed.
Well, the D&D damage threat ranges do follow a certain pattern as you are certainly aware. The general way of thought seems to be that it's difficult to hit well with massive weapons such as axes and hammers (i.e. only on a 20), but if you do it really hurts a lot; whereas it's easier to hit well with well-balanced edged weapons (19-20), and if the blade is curved it will cut better (hence 18-20).
Of course this is all pretty arbitrary. You could rationalize it just as well the exactly opposite way. And for that reason, I agree, you can just give them all the same stats. A foot of steel in your tummy will most certainly kill you this way or other.
You can't have the best of both worlds. In Clovenhoof proposition, 2hd weapons keep their 1.5 strength multiplier.
Yes, though keeping a slightly higher damage die and making Str bonus a flat x1 might also work. I actually feel that the x1.5 Str bonus is the better solution because it emphasizes the character's abilities over the equipment. Besides, note that this will result in an absolute maximum of +4 extra damage per hit, and that only at levels 18+. For most characters, the extra bonus will be +1 to +2 throughout most of their career.
It's true than it has been nerfed, but this topic (and many others before that) have proven that 2hd weapons are FAR too much overpowered in the game.
QFT. To cite some cold hard numbers, a Str 18 character attacking a DR4 opponent, while piercing his armour, has a MD chance of 2,8% using a broadsword but 7% using a Bill (2d8), and that's without Power Attack. With PA, the odds get tilted much more towards 2H.
It's the man that makes the warrior, not the stuff.
Clovenhoof rules help to re-create this feeling, streamlining weapon stats.
That's what I'm trying to do. Thanks for the rep.
It might be fair to say that if it's used two handed then it qualifies as a reach weapon too.
Yes, sure. If it's about 2 metres long and you hold it like a quarterstaff, that should work.
As I said, I'd like to get to a system where all weapons do dangerous damage, with each weapon type (spear, sword, axe etc.) having individual special qualities, allowing for special manoeuvres and so on.
Such as: Spears are good to keep the opponent at a distance. Swords are good at defeating armour. Two-handed axes make ax-tra damage but drain your defense. Short swords are good in close quarters. Etc.
Or downgrade Attack progression one step for each class.
Now you're threatening to kill one of the Holy Cows.

It's been customary for I don't know how many years and editions of (A)D&D to give fighters an attack bonus every level.
Looking at it more closely, it would actually increase the combat advantage of fighter-types -- they'd get 50% more attacks per round than non-fighters, as opposed to the current 33%. (3 and 2 attacks versus 4 and 3.) If you know what I mean.
On another note, this might result in a seriously crippled attack bonus for multiclassers, but I'm not going to fiddle with this right now.
Be that as it may: by RAW, typical Defense levels out at about 25-30 depending on build and class (without CE), whereas even moderate builds will get attack bonuses of +25 and up, so it's nearly impossible to miss each other. The absolute maximum Defense score I can think of would be a Level 20 Soldier with maxed-out Strength, a Large Shield and Combat Expertise, for Parry 42 and Attack +25 (with GWF). So two of those might end up hacking at each other for hours, but that's gonna be the exception rather than the rule.
eg a broadsword used one handed would do 10+d10+strength bonus+any power attack bonus.
That doesn't look bad at first glance. It's low bookkeeping because you always know you're adding a fixed score to your regular damage. However, it again gives two-handers a substantial damage advantage. Compare for Str 18:
Broadsword crit: 10 + D10 + 4 = 15-24 -> 50% chance to exceed 20
Greatsword crit: 12 + D12 + 6 = 19-30 -> 95% chance to exceed 20
Also consider the typical range of Fort saves. A character starting with Con 14 will have around +5 Fort at third level and climb to +18 at 20th if he takes Great Fortitude. Of course, you also need to give more squishy characters a chance to survive, such as your Con-12 Thief whose Fort will only move from +2 to +10 at best. Tricky.
I think I'd actually prefer a crit mechanic that favours one-handed weapons. I.e. you do higher normal damage with two-handers, wearing down your opponent with brute force, but one-handers give you the precision to hit where it really hurts. So maybe one-handers should simply have twice the crit range or so.