So, I present to you the best way to apease Stat nuts and action nuts together, combined.
Keep attributes.
Right. So, Imagine for one moment you've got super strength,not super heavy, and you're totaly naked. What you should be able to do;
- Jump unaturaly high/long. Over combatants, from floor to the roof of a building. Pehaps if you had great skill you could do jumps from walls, creating jump chains as the ultimate ninja.
- Hold your entire body weight with just your fingers, allowing you to climb surfaces with the worst holds.
- Crush things in your grip.
- Break open something locked by putting your fist through it.
- Kick and punch and push with enough strength to ragdoll someone big and heavy.
- At the expense of your weapon; smash past a regular person's block and deliver full damage to them. (they're going to have to dodge)
- If you were to hit someone with a sword, It'd be more likely that the sword goes far further through them.
- Put on armour that's unreasonably heavy. At this point you might loose some of your prior strengh powers dealing with it's weight, but if you were to sprint into someone, you'd keep going unaffected. They wouldn't. You could trample people to death.
This isn't a substiute for skill. If you were bad with a sword and had great strength, you might find it getting stuck or twisted in the bodies you split. Similarly, super jump isn't going to end well if you don't have the acrobatics to land it.
Meanwhile, Endurance would give not only health, but resistances. Y'know how big muscly guys can often stop a punch from going further into the gut through great use of muscle? Maybe a man with superhuman levels could resist swords by stoping or slowing them with reinforced flesh before they get too deep. Endurance would also give great stamina, so superhuman levels (and no heavy armour) should lead to infinite sprints (In the sense that it uses less stamina than you recover)
Agility/speed would offer a higher chance of the perfect dodge as you level it up. The one that gets you just out of harms way without using excess energy. Dodges,ducks and jumps would be quicker and easier to perform. That's obvious, but there's more:
-Being hit dodging would mean a reduction of damage and difficulty in scoring a crit, as the blow is more likely to be glancing.
-Passive dodge as well as active. Be it rotating the hips to avoid a blade, moving the body a little lower when ducking to avoid an overhead blow. lifting the legs higher in a jump to avoid low attacks.
-Blocking and catching dangerous things. Be it the wrist of an attacker, the weapon of an attacker, an arrow or other missile, or if a mage; Deflecting a spell with your slapping hand like the kung-fu God-demon-wizard you are.
- Super speed attacking/recovery.
Personality? Present in every social animation you make. Maybe you'd be a little more scary in combat. Intellegence and willpower... Also present in animation. maybe someone with these stats and with good knowledge of the school of magic he's using, might know when to skip steps in spell gestures or when to do X to maximise the power/efficiency of the spell. #
Now, another point; Melee damage.
Don't make it so that an iron shortsword does 10 damage and an ebony shortsword does 18. For true coolness, have it like 'Ebony, being sharper and heavier, cuts further in, meaning it's more likely to do more damage and go through armour. (also, Ebony does damage to supernatural things, and does three times more damage to supernatural creature no.12. It also holds more enchant) Because it is heavier, it takes more stamina to use and is slower to recover after a blow without the skills/attributes.
And thus, you've made the most interesting RPG damage mechanics that we've seen in a while.
This should apply to magic too. A fireball should not do '12 fire damage'. A fireball's damage should be given depending on how much of the fireball impacted, how close you were to the centre of the explosion. This should also dictate the likelyhood of something catching fire. But so should the materials worn.
A potion, well. It should never say 'this potion heals 22 points'. Rather, the player estimates with non numerical values (weak, strong, godly, flawed etc) Perhaps we might actualy have some interesting alchemy gameplay. The way you prepare ingredients, the proportions you weight them in, How much you distill something...