Hi,
I'm making a turn-based RPG that kinda plays like a roguelike (No battle screen, the entire game is just turn based: It halts until you do something, and then all nearby entities get a turn to do something and so on) and now is the time that I need to start thinking about how to actually do the combat mechanics.
I want to keep it very simple, so I don't want too many attributes/stats. However, I want a weapon to possibly have more than just a "damage" attribute, just because that would make the game way too linear since the weapon with the highest number is always the best.
So right now I'm trying to think of wich stats I want and how I implement them in the "combat math". (The calculation for how much damage you do.)
Does anyone have any ideas or know anything about the core mechanics most RPG's use for combat. Is there some kind of standard for that?
Right now the only thing I could come up with is
damage = random(player.attack + weapon.attack) - random(enemy.defence + emeny.armour) but I think that would be kinda lame and maybe a bit too random.
Suggestions please?

Thanks in advance!