idea: a split like in the fire emblem threads:
Health - a singular stat, it determines how healthy you are
Speed - your dodginess, dodges both physical and magical attacks. Possible bonus: if your speed is twice as high as the enemies, attack twice.
Skill - your hittiness. No more one stat for both hitting and dodging. This determines how good your aim is, how good you are figuring out when and where to strike, aims both magic missiles and physical attacks. Possible bonus: if your Skill is twice as high as the enemies, you gain a 20% chance for a critical hit, as opposed to the usual 5% (20 on d20 to roll for a critical hit, double damage, hurrah)(assuming critical hits are a thing.
Magic - how powerful and damaging your magic is. Possible bonus: If your mag is twice as high as the enemies resistance, your damage is increased by 2 before the absorb roll
Strength - how powerful and damaging your muscles are. Possible bonus: As above.
Defence - how good you are at taking hits, reduces damage and effects from physical attacks. Possible bonus: If your defence is twice as high as the enemies strength, their damage is automaticaly reduced by 2, before the actual reduction roll
Resistance - how good you are at restisting magic, reduces damage and effects from magical attack. Bonus as with defence for magic
Mind - determines how good you are figuring things out, manipulating people and complex things. Possible bonus: I have no idea
that's 8 stats. Roll is made on the stat , so if you have, for example, 5 in skill, you roll a d5, to hit against the enemies 7 in speed. If you hit succesfully, you roll your strength, which is reduced by the enemies defence, lets say you have 6 strength, enemy has 6 defence, so on average 3 damage. I'd say healthpool should be 5xPoints put in health in such a case.
setting human average to an arbitrarily decided 5, that would be 40 statpoints to be distributed by a normal person. It remains to you guys to decide what kind of statpool would be fitting for us, how fats they increase etc. That stats are now rolled on purely, rather than adding them to a dice entirely removes the problem that either the dice is so high that the stats dont matter, or the stats so high that the dice dont matter entirely.
unless someone has special equipment, it does not matter for the rolls if you are punching someone, stabbing someone or shooting someone. Only special loots can give an effective bonus. A silver sword might deal double damage to demons etc, while a masterwork sword of legend and whatnot might give you a +2 on damage, and/or +1 to skill etc. Kyles armor for example might increase damage reduction by 1 (which alongside his damage reduction perk, which will remain as it is, makes him super tanky)
I have yet to receive any inspiration on how to handle mana pools, and how much mana using your abilities would cost