Special maneuvers are at -2 to hit.
Combatants have hit values (11 at first level and so on). Rolling to hit means rolling over enemy AC but equal to or under your hit value. There is no critical miss. Critical hits are at natural 10, it is not an automatic hit but you get to choose an extra effect from a small table (different for melee and ranged) which lets you do things like destroy a shield or disable a hand with an arrow. Enemies who crit roll randomly on the effects table.
This doesn't chance the math but it is easier to see if a roll if a hit or not, and characters can easily see when armor or a penalty/bonus makes the difference.
It's possible to shoot into melee at -4, a miss (though not from enemy AC) means you roll attack again against the side you didn't mean to shoot.
Weapons have modifications creating minor tactical choices.
Shield: +2 AC is wearing mail or lighter body armor
Sword: +1 cleave
Axe: +1 damage
Mace: +2 to hit vs metal armor or exoskeletons
Polearms: count as large spears and an additional weapon type but suffer -1 to initative (other large weapons don't)
No hard cleave restrictions on ranged weapons.
Composite bows: do not function in rain or damp conditions
Longbow: no strength requirement but you can't move and fire and you can't use from horseback
Warbow: as a longbow but with a strength requirement. Higher requirement means bigger damage die but fewers cleaves. 13 = 1d8, -1 cleave, 16 = 1d10, -2 cleaves, 18 = 1d12, -3 cleaves
Arbalest: does not exist (setting is 1000AD)
Crossbows: half the number of cleaves (rounded up)
Repeating crossbow: range as javelin, +1 cleave
Javelins, handaxes, spears give damage bonus or penalty based on strength (darts do not)
Staffs provide +1 to initiative when casting spells provided the mage/cleric has used it for a week.
Wrestling and tripping weapons:
Bolas, dart range
Nets, dagger range but can be used in melee
Lasso, melee only, large creatures gain no bonus to their save vs paralysis