Sorry, it'll be a while before the next update, but I think I can tell you how the combat system will work.
When you attempt to attack an enemy (or vice-versa), you roll 3 six-sided dice. If you roll lower than a certain score, you hit. The score you must beat is:
Your weapon's governing ability score + Your skill in that weapon + enchantment bonuses - (your enemies agility score - 10).
Let's say you have an agility score of 13, a light blades skill of novice (or 1) and a mundane longsword, and are fighting an enemy with 11 agility. This will total to 13, you will usually hit.
Each weapon deals a certain amount of damage, a longsword deals 1 six-sided die + 1 damage. Weapons also get bonuses to damage equal to the governing ability score minus 10. Since you have an agility of 13, you deal between 5 and 10 damage.
When the enemy is hit, they try to score lower than a certain score equal to their armor skill level + their endurance. If they succeed, they reduce the damage by (endurance/5 + Armor Value). Let's assume the enemy has an armor score of 1, an endurance of 13, and leather armor (which has an armor value of 3). This means that if the enemy succeeds on a check of 14, they reduce the damage by 5, meaning you deal between 0 and 5 damage.
I would also like to point out that weapons such as spears and warhammers fare better against armor, effectively reducing the armor value. Also, weapons that deal more damage such as greatswords and lances, will incur penalties on your attack roll, since they are heavier and thus harder to use. This will give weapons that normally deal only a little damage will have a tactical advantage, such as armor piercing or even to-hit bonuses. Heavy armor can restrict your evasiveness, giving the opponent bonuses to hit, and the armor skill helps against this.
Shields simply have a certain chance of blocking blows, dependent on the shield size and your armor skill level.
If you've read this far into this post, thank you for paying attention to this. I would like your criticism on this system, and ideas for possible improvements.