What really needs to happen with Action RPG's or first person RPG's is that they need to make your character skills affect things such as how fast you "ready" your weapon, how much your camera shakes when you strike an enemy, how fast you can attack, etc but keep the overall damage values consistant (at least with your attributes... i.e. if you have 100 strength you should still do a [censored] tonne of damage even with a melee weapon you have little skill in).
Effectively this means that using weapons that you have a low skill in, means you simply wield them much more sloppily as a character and won't be able to do "special moves" at higher levels. When you land a hit though, it should do the damage you expect a weapon of the type you have with a modifier depending on that weapon's attributes (strength for swords, daggers and bows use agility, etc).
Viola, the perfect damage model for an action RPG game that does the same desired effect of a dice-roll RPG without the dice roll part and still preserving the FPS-action nature. Make skills actually have real effects in action RPGs, not simple damage modifiers.