So I've had this idea for a while now...it bugs me that in certain games, there is no difference between the damage dealt by a beeping huge hammer and a dagger (Not usually in magnitude, but in effect. But magnitude as well in some cases). Therefore, I propose a classification of different attacks and have each possess different effects. Blunt Strike - Deals less damage to larger targets, more damage to smaller ones. Deals heavy knockback and stuns the enemy for some time. It also often has a long charge period before an attack. Dealt by Hammers, Maces, Clubs, etc. Stab - Deals greater damage to larger targets, and less to small ones. Often causes bleeding as well. Quick charge-up time and fast attacks, but deals zero knockback. Dealt by Daggers, Knives, Kunai, etc. Slice - Deals even damage to all targets. Has a chance to hit multiple targets in an AOE, like in vanilla Minecraft. Dealt by Swords, Axes, etc. Lunge - Deals slightly greater damage to targets of player-size. Extended range, at the cost of slower attack speed. Has a high chance to inflict bleeding or cripple the opponent. Dealt by Spears, Polearms, etc. Each type of attack may have a death-dealing move (finishing move), wherein the would-be final blow to the opponent deals extra damage to finish them off, at the cost of a slightly longer attack cooldown. Apart from this, different armors would be good at defending against different strikes. For example, an armor made of heavy obsidian or the like would be excellent versus hammers, while a mithril coat would be excellent versus daggers. But these are just classes of physical attacks; magic ones would be a whole different story.