It's for a D20 like video game RPG. The main different is that the character does not gain bonus to their attack rolls when leveling up. So if you are very high level, you will never have an attack that will auto hit.
Now, here is my problem. For characters that has multiple attacks, I am currently applying a penalty between 0 and -2 to the next attack if the first one hit it's marks. Those malus are mululative for successive attacks. If you fail, you will not stack any malus until one of them succeeds.
The logic behind this that manking multiple attacks, it's harder to make efficient attacks than making fewer attacks. It is also interesting because it create a diversity in the weapons. For example a quarter staff has no penalty so it can attack multiple times easily.
But from another point of view, a target that get attacked multiple times, will have more difficulty to parry the attacks. So the attacker should gain a bonus to his attack for each attack he fails. So that eventually, he will hit it's target. This is more interesting from a game design point of view, as failure makes you stronger. You spend attacks to make fewer but stronger attacks.
So do you think a character should get bonus on next attack when failling or a malus on his next attack when succeeding. Or no Bonus/Malus at all because both aspect counter balance each other.
I can adjust the weapon type with that 0 to -2 (or 0 to +2) modifyer according to the weapon. For example battle axe less likely to make multi hitting easy since it's an unbalanced weapon.
As for range weapon, when using modern weapons, I could say yes, but for bows and crossbow, you lose your aim to reload so I don't think you gain any advantage.