Say what you will about random damage. But how is random damage breaking balance? If each person has equal chance to do random damage then it would have no effect on the balance of the game.
That's only true if you work in high numbers. If we worked with 1000 hits, the average would indeed be the same for both parties.
However, the combat limits each parties to a maximum of 3-5 hits per duel. As we work with small numbers one can easily be 'lucky' and score higher damage over the other person.
Speed up game
Remove RNG damage (speedbonus is not rng)
Increase damage of everything, so that everything dies in 1-3 hits, meaning 1-2 hit for agi, 2 hits for a balanced build, 3 max for high IF/STR - not this hit 15 times with a 1h on a fully loomed high armor IF stacker and rq because SNOOZ
Well I'll try an be as objective as possible despite using heavy armor:
I think damage with heavy armor should highly depend upon the swing = ie: there should be a barrier where damage below would do nothing and beyond it does much more damage
ie: 79 armor Penetration point at 70 raw damage
knightly arming sword: raw damage: 50 ==> damage = 3 HP
Danish Greatsword ; raw damage : 75 ==> 40 HP
So beyond that 'penetration point' , the char would take a lot of damage as the armor would have been pierced and flesh would directly be exposed to the swing.
This would not apply to blunt damage as it does not penetrate armor.
Right now, the 7 dmg x 15 swings is bullshit. I think it would be more realistic that way.
this would force people to be more tactical about their targets.