That's actually not a bad suggestion. But not possible in cRPG, I fear.
I don't know, Paul seems to talk about it like it could be done relatively simply, though he is referencing Pierce here instead of blunt:
...A quick-and-easy solution would be to give axes a flag that makes them use the arithmetic mean of cut and pierce soak/reduce armor parameters in damage calc....
Side note, did a little math here (not my strong suit so feel free to tell me if I botched it), and as far as I can tell according to the armor soak values presented on the Game Mechanics Megathread (the first, lesser set, as there are two conflicting sets of stats), the Bar Mace will almost ALWAYS do more damage than the great-axe (while only having 2 less speed, and being cheaper, AND having knockdown.)
Bar Mace does 35 blunt, the Great Axe does 46 Cut.
- At 15 armor cut is about 11% weaker than blunt (so the Great Axe effectively does 41 to the Bar Mace's 35 against 15 AC)
- At 30 armor cut is about 24% weaker than blunt (so the Great Axe effectively does 36 to the Bar Mace's 35 against 30 AC)
- At 45 armor cut is about 37% weaker than blunt (so the Great Axe effectively does 29 to the Bar Mace's 35 against 45 AC)
- At 60 armor cut is about 45% weaker than blunt (so the Great Axe effectively does 26 to the Bar Mace's 35 against 60 AC)
- At 75 armor cut is about 50% weaker than blunt (so the Great Axe effectively does 23 to the Bar Mace's 35 against 75 AC)
I distrust my arithmetic enough to assume I messed this up, but it seems like anyone with 30+ armor (which is practically everyone) has a much greater reason to fear the Bar Mace than the Great Axe, no?