Having considered it today, I think now that I would only want to use an extremely simple couple of rules to put this into play in any game of mine (basically nowadays I want any mechanical rule to be outright memorizable). From a gaming perspective, almost the only thing I need is some boost against plate armor from maces and flails (and whatever else concensus opinion holds as being specialized for cracking plate).
A little research seems to suggest the following qualities for the different types of armor (note that I am discarding shields as creating any distinct types):
- Slashing: Hand axe, sword, battle axe, 2-handed sword.
- Piercing: Dagger, spear, pole arm, lance, pike, arrow.
- Crushing: Mace, morning star, flail, halberd.
What I'll mostly leave unanswered at this time is the thorny question of how much of this should be applied against monsters. In general, it seems to me that most OD&D monsters can be assumed to be either wearing actual armor or natural hide of the same type as their AC (humanoids, giants, dragons, horses, chimerical beasts, slimes and molds, etc.). The significant exceptions would be creatures who appear to be semi-incorporeal or invisible in some way (wraiths, spectres, stalkers, and elementals). Those I'm not sure what I'd do about.
Now, I'm not planning on actually using this right now. But if I did want to give a taste of different weapon effects (this in combination with variable weapon damage, and the effects of reach for pole weapons, giving a nice cross-matrix of capabilities), it's about how I'd want to do it, unless there's something really glaring that it turns out I'm missing.