You are raising a sensitive subject, which is really very important.
My benchmark on this issue as a professional is an old game (1991) called Zelda Legend.
That classic has now sequels on Nintendo 64 and the Game Cube (In Japan).
Such old system implements the ancient concept of “Lives”, which you lose and gain.
A weapon in that game eliminates a foe in one blow usually on condition it is the correct weapon.
The current weapon system in DD and other PC RPG is not satisfactory when the weapon has static qualities that takes nothing into consideration such as who or what are you trying to kill with what.
Just imagine trying to kill a fish with cold water and the fish might die laughing. [Linked Image]


What I mean is that the hero should fail to kill a spirit with an axe or a dagger that has no banish-spell on it, and I also find it ridiculous when a spirit has a spiritual resistance to spiritual damage because what the NO-CAN-DO else can damage a spirit.

Game rules’ design is the most difficult part in creating a game that you can adore.