Well, when doing concept design for my system (before I settled on an abstract approach) I considered adding an extra 'dice' stat to simplify power and variance into one stat (and along with attack, accuracy).
The idea wasn't developed far, but I was considering using a 'blackjack' method to combine the to-hit and damage steps. As in, roll less than your attack and you hit, dealing however much you rolled in damage.
But this was for a board game, in which all math has to be done by hand. Erfworld itself can act like a computer, instantly calculating the outcome of each attack, so the 'real' system is probably more optimized for that. (I'm thinking hundreds of unknown modifiers, quantized positions within a hex, perhaps even complex stances and parry/riposte-style combat rounds, with calculations run at >12 FPS.)
"The Wizard is Charlie!"