Sparked by video from tetsubo57
Greater realism in games often leads to greater complexity which can slow the game down. This might be okay in some games but not others. However this idea might lead to more realism **and** more simplicity so I think it’s worth considering.
1. The physics is clear, force = mass x acceleration so an ogre might a) be strong enough to create an equal amount of acceleration with a heavier ax or b) generate more acceleration with the same size battle ax, either way creating more force.
2. You might actually be able to greatly simplify damage by giving every creature a scale number instead and make all base damage the same (1D6 for example) and then modify the base damage for relative scale.
If the attacking creature is the same scale then the damage is D6
If the attacking creature is a larger scale then an extra D6 per scale increase so a scale 3 attacking a scale 2 gets +1D6 so 2D6 in total.
It’s more difficult going downscale as you don’t want to have lots of long division going on mid-battle so – maybe negative DM per drop in scale. This would depend on how finely granulated the scale is. If the scale was broad e.g. rat 1, goblin 2, human 3, ogre 4, giant 5, dragin 6 then you might give a penalty of -2 per lower scale so a scale 1 rat vs a scale 3 human would do D6-4 damage while the human would do 3D6 to the rat. A human vs a dragon would do D6-6 (run away unless have some bonus) while the dragon would do 4D6.
Differences within a scale: large rat, strong human etc, could work the same way but with a die bonus i.e. a large rat might be scale 1+2, a king rat might be bumped up to scale 2, a strong human might be scale 3+2, a STR 18 human might be bumped up to scale 4.
So more realism and at the same time **less** stats and book-keeping in combat.
The scale could also be the hit dice.