I made a tabletop game where hits did very little until they reached a certain threshold (target defense), at which point you'd roll on a table.
For example:
Conan has a great sword worth 6 attack dice.
His melee skill is 2+
Conan rolls 6 attack dice vs Juma. 3-4-5-1-2-6.
He hits 5 times (all rolls of 2+ hit). His roll of 6 is a critical hit, he rolls it again and scores a 3.
So that's 6 hits total.
Conan re-rolls 6 dice. 1-1-2-4-5-6. Juma has high agility of 5, so he dodges rolls lower than that. The 2 rolls of 5 and 6 hit Juma. Conan rerolls the 6, but only gets a 3. Juma dodges that crit. [6's always get the reroll for extra critical hits.]
So that's 2 hits not dodged.
Juma isn't wearing armor, but he's tough so has armor of 1.
So he ignores 1 hit.
That leaves 1 hit left.
Roll on the following table for each hit.
1- Stunned
2- Stunned
3- Wounded
4- Wounded
5- Knocked out.
6- Knocked out.*
A knocked out character can be captured, killed, healed, robbed, saved, etc...it allows for RPG plots.
If you stick with the "6's are special" theme you can have a second table for fun effects other than knock outs.
1-2 - Sucking gut wound [Die of sepsis after 1-6 days without treatment, half ability scores until then.]
3-4 - Permanent disfigurement
1 - Lose ear. 1/2 hearing
2 - lose eye. -hit
3 - lost finger. -skill
4 - lost nose. 0 charm.
5 - lost hand [serious!]. no 2h weapons/shields.
6 - leg. -movement, req' peg leg.
5 - Bleeding out, die after 10 turns if you aren't healed/treated.
6 - Beheaded!
In summary.
Weapon = Dice rolled.
Attack Skill = Hit #
Enemy Dodge = Hit number on the reroll.
Armor = Ignore hits.
6's are always crits, reroll for extra hits.
Remaining hits roll on the table.
Fun for RPGs, but roguelikes are not narrative games generally, they are mechanics and HP games.