Weapons and Armour - D&D Style
Let's rewrite the Weapon Behaviour chart I made with numbers that make sense in standard D&D. Read Attack as being added to the attack roll, Defense as Descending Armour Class, and armour reduction as moving the armour one category lower (i.e. plate to mail, mail to cloth, cloth to none).
|Swords, Spears, Staffs||+2||3||0||1-2||1d6|
|Axes, Maces (1-handed)||+0||7||1||1||1d6|
|Halberds, Poleaxes, etc.||+2||3||1||2||2d6-L|
|Armour Type||Damage Reduction|
|None or Normal Clothes||0|
|Mail (Scale, Splint, Banded)||2|
|Plate and Mail (Full Plate, Brigandine)||4|
Simply reduce the damage taken by the damage reduction score, but never to less than one.
This should play out pretty similarly to regular D&D, with the exceptions that weapon choice matters, sleeping in armour is no longer a complete necessity, weapon and armour lists have been simplified into a few simple categories, and the stats are easier to conceptualize due to representing one clear thing. Also, dropping your weapon is a big problem. Backup weapons anyone?
Converting monsters should be pretty simple, too. Anything with normal flesh and no armour or weapons would have no damage reduction, and Defense would likely be in the 7-9 range (i.e. 9 for a zombie, maybe 7 for a wolf, due to its agility). Anything wearing armour or using a weapon would have DR or Attack/Defense adjustments just like the players do.
I figure 1 point of DR for AC 7, and double DR for each point after that (which is how the armour table is derived, as well). So AC 3 is DR 4, AC 1 is DR 8, AC 0 would be DR 12. This should serve to make for really terrifying "tough" monsters, which is as it should be in my mind. How are you planning to kill that being made of stone? With your sword? Good luck. You're going to need magic...