Combat should be simple to code and use. All weapons do the same damage. Unarmed does less (.25? .33?). Armour, stats, and skills can help attack and defence.

Weapons require relevant skill.

Armour can absorb X points (and gets damaged)

During combat, set it up so that PCs start with full stamina, but every turn their stamina decreases until they reach zero, at which point they're too exhausted to go on.

Attacks and defence could use observation, agility, strength, anatomy, etc. as well as combat skills

Skill/combat rolls can be done thusly - each relevant skill/stat is

For example, a PC has the following skills/stats

Agility 3

Intuition 5

Speed 6

Strength 4

Anatomy 3

Observation 2

Acrobatics 5

Sword 7

Block 5

Another PC has the following skills/stats

Agility 6

Intuition 6

Speed 7

Strength 3

Sword 2

Arranging the stats/skills

Agility Intuition Speed Strength Anatomy Observation Acrobatics Sword Block

PC1 3 5 6 4 3 2 5 7 5

PC2 6 6 7 3 0 0 0 2 0

PC1 attacks

Die rolls 2 5 3 1 1 2 na 7 na

PC2 defends

Die rolls 5 2 3 2 na 0 0 na 0

Results

wins PC2 PC1 tie PC2 PC1 PC1 PC1 PC1 tie

Totals PC1 = 7 PC2 =4

PC1’s attack succeeds.

In the case of ties, count both as a win.

Being sure to include at least one stat (stats start at 1) in contests guarantees both PCs will have at least some chance, even if small, to succeed at the contest.

Combat Skills

Weapon skill is per weapon.

Defensive

dodge (vs attack)

block (vs attack)

acrobatics

Shield (vs attack)

agility

speed

Offensive

attack (weapon/unarmed)

strength

agility

anatomy (lore)

speed

- Damage

Weapons and armour break and must be replaced or repaired. Repairing can be done by a PC only? Good armour/weapons can't be found at the average vendor, but cheap ones are no problem. A 'quality' trait could be added that determines (randomly) if a weapon breaks. The better the quality, the lower the chance of breakage.