So today randomly found out that I was considering just the generic "attack" value in the RPG calculations

And then I added the "Damage" stat to the weapon items only:

and I will also clearly explain in battles how much extra damage you got from the weapon you used (depending on the attack type of course):

In practice before, having only attack, you were getting ALL the weapons bonuses no matter which attack type you did: if you had a bow with +10 Attack, you would get that attack bonus even if you attacked an enemy using a dagger

Which is not really realistic. I mean, the weapon can be magic so could empower the character, but there should be some difference if you use melee or ranged attack, depending which weapon you use.
So I swapped the attack value in the weapon items with Damage, which will be added after the normal calculations.
Like in the screenshot above, Kusho would normally hit for 13, but thanks to the weapon he used (an Axe with +4 Damage) the total damage done was 13+4=17.
Obviously this screws up completely all the balance

but at least I found it out very early in the game development! Also weapons won't have high damage values since otherwise they would be too powerful (just a +10 damage weapon could be super-powerful!).