Recently I got interested in what RPG had the most realistic combat system, which led me to investigate two games in particular - The "Riddle of Steel" and "Codex Martialis" (actually a d20 supplement). Having looked into these, I think some of the principles they embody could be applied to WFRP3e without too much trouble. Here are a few thoughts.
1. Weapon Damage
I remember a picture I saw on a forum somewhere discussing realistic damage, which showed a really big knife with the caption: "d4 damage - really?" This was obviously a reference to D&D but applies equally well to WFRP3e. A dagger or knife is a lethal weapon if thrust into a vital area. The difference between a dagger and a sword is not damage potential but the ability to hit a vital area. A sword-armed warrior should be able to fend off dagger attacks with relative ease due to the extra reach of his sword compared to the dagger - but if his dagger-armed opponent successfully ducked under one of his sword swings and got in close, that dagger would be very dangerous indeed. Which brings me to...
2. Weapon Reach
Longer weapons have an inherently greater defensive capability compared to shorter weapons. As described above, it is difficult for someone with a dagger to attack someone with a sword simply because they would have to duck under or evade the flailing sword to get close enough to stab their victim. However, if they can successfully get into dagger range the dagger-armed warrior can turn the tables on the swordsman. Now the sword-armed warrior will find it hard to hit effectively whilst the dagger-armed warrior is at his optimum range.
It therefore makes sense to me to use challenge and/or misfortune dice to simulate these effects. In melee combat, shorter weapons should have less change to hit, depending on the relative reach of each weapon. A man with a dagger attacking a man with a halberd for instance might have to add 2 challenge dice to his roll, or 2 misfortune dice if you prefer. A successful hit however would represent the man with the dagger closing the range. Now the man with the halberd would add 2 challenge/misfortune dice until he successfully hit, at which point he would be back in halberd range. Damage potential for the dagger should be pretty high once in range, so I would increase the DR rating of the dagger to compensate for the shorter reach.
Does anyone agree with the above or do you all think the WFRP3e combat system represents these things adequately already?