Hey, welcome Idachan!<br/><br/>Sayles, I'd be careful with having such a large gap between one-handed weapons and two-handed weapons.  The "downside" to a two-handed weapon is that it takes two hands to use, but you should make sure that the benefit to having a hand free is worth the loss in damage.<br/><br/>What I'd suggest is something I'm pulling from a (apparently abandoned) system called Legend System.  Basically, you can only have one "weapon" equipped at a time, but a "weapon" doesn't have to be a single item; it could be a greatsword, a fencing rapier, a mace and shield, a pair of short swords, a bow and arrows, a dozen throwing knives, and so on.  All weapons do the same base damage, and players can pick a handful of attributes to customize their weapon.  Weapons can be either melee or ranged (though ranged weapons have a short range at first, and can't be used against an attacker in melee without penalties).  A list of ideas (again, still mostly borrowed from Legend):<br/><br/>Brutal: The weapon deals increased damage.  (I recommend something that can also scale with level, such as an extra +1 every X levels).  Can be taken more than once, each time increasing the damage another step.<br/><br/>Disarming: Gives a bonus with attempts to disarm an enemy using the weapon.<br/><br/>Distant: Increases the range of a ranged or thrown weapon.<br/><br/>Guardian: Gives a bonus to defense against attacks<br/><br/>Hold-out: Weapon is easily concealed or hidden from anyone searching you.<br/><br/>Armor-piercing: Reduces the enemy's resistance to damage from this weapon.<br/><br/>Point-blank: Ranged weapons deal extra damage at very short range.<br/><br/>Reach: Weapon can reach further than normal; only applies to melee weapons.<br/><br/>Quick-draw: Weapon can be drawn without needing to spend an action.<br/><br/>Cleaving: Weapon can be used against two enemies at once, possibly with an accuracy penalty<br/><br/>Thrown: Weapon can be thrown as a ranged attack; only applies to melee weapons.<br/><br/>Tripping: Weapon gains a bonus to attempts to trip an enemy<br/><br/>Plentiful: Always have a spare of the weapon; can always draw another copy if disarmed.<br/><br/>Flurry: Can make an extra "off-hand" attack with the weapon after a normal attack, once per round limit.