Well, let's say RMXP default system is kinda crappy, but you can bend it to your own requirements.
Let's say... do you know how attack damage is calculated?
Here's the formula:
(
Attacker's atk -
Target's phy def/2)* (20 +
Attacker's strength) / 20
This means that if you want to do little damages, you just have to lower Weapons' atk to a number between 3 and 10 and set enemies' physical defence to a number between 1 and 5. If, for example, your hero's strength is 24 and he's equipped with a weapon with atk == 5, against an enemy with phy def == 4:
damage = (5 - (4/2))*(20+24)/20 = 3*44/20 = (about) 6
if, for example, hero's stregth is 16:
damage = (5 - (4/2))*(16+24)/20 = 3*40/20 = (exactly) 6
So, as you can see, a four points separation has no effect on the damage itself.
To change this, open your script editor and edit
Game_Battler 3, line 50 - 51:
Replace this:
CODE
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
with this:
CODE
self.damage = [attacker.atk*2 + attacker.str - self.pdef, 0].max
that is, damage is calculated as
(Attacker's atk*2 + Attacker's strength) - Target's phy def
With this calculation, you'll be allowed to do little damages with little stats. Each point of attack will be a point of damage, as well as each point of strength.
As regards your equipment issues... this seems a script request, so this isn't the right place to ask that for.
It's a minor modification, however. No need to become mad 'bout it. Try browsing Google for that. If you don't find anything, post a help topic on the
Script Development and Support section.
I hope this can help,
Jens