Hi, i am new, but here are a few things i would like to see with the stat system. What i want out of the system is where i CAN have a GOOD reason for taking ANY stat regardless of build. You don't need to design for what is optimal, that materializes on its on.
Currently:
The Melee Combatant on this system looks like it would be happy with Strength, Constitution, Speed, Perception. The Melee Combatant will focus on Strength & Perception for damage, or Constitution and Speed for tanking.
The Ranged Combatant on this system looks like it would be happy with Dexterity and Perception. The ranged combatant does not have to worry to much about combat and thus can invest in being heavy hitting for the team. Constitution and Speed still seem good to invest a little bit in.
The Caster Combatant currently on this system looks like it would be happy with Intelligence, and um nothing else. This is problematic. The other stats it could look at are Constitution and Speed like the Ranged Combatant.
1) Perception is necessary for Magic.
If i want to send out a fireball, i need my perception to both cast it to begin with and after casting it to have it cast in the right location. This means intelligence does not determine a DC, but rather Perception does if you are using the DC system. This immediately fixes the classic problem of quad wizard and linear fighter to some extent.
2) Taking a point of Intelligence gives you options to a "Talent, Feat, Spell, or Whatever"
That is Intelligence could be good to take as anyone, and allows the player to complicate the game as much or as little as they want as the start of the game. (Since you start at Intelligence 5, maybe spend the "5" things you get on passive abilities for ease, or some mix of active abilities like fireball if you want to start off complicated. This adds Intelligence's as being a useful stat for everyone.
3) Concerning Intelligence and Level.
I am pretty sure that this system might have spell damage be based off of level, which i don't really like too much as a concept. I would like characters to be better than other characters at something because their stats and abilities make that so, not level; however, stat over level could cause balancing problems and is not strictly better, and hence a personal preference.
4) Spells and Energy
In lore and books it is common to stumble upon spells requiring energy from the user. That is to do something really awesome like send a fireball you would need to sacrifice some energy, and become more vulnerable for it. You could make spells and abilities cost health, or else wise make an "energy system" as a part of Constitution or another stat. This means that with the previous suggestions that Casters and Ranged may be working with three to four stats to optimize damage and surviving capacities.
5) Strength
You could allow strength to add to armor, that is if you take strength you naturally gain a little tougher. The amount of armor is to be determined (probably pretty small, but still allows a character wanting to hold extra or intimidate not to be hurt too badly). Also allow throwing weapons damage to be used with strength so strength characters have another build/option.
6) Dexterity
You could allow Dexterity to add to defense, that is if you take dexterity you naturally gain a little surviving capacities. The amount of defense is to be determined (probably pretty small, but still allows a character wanting to pick pockets not to be hurt too badly). also allow for daggers and the such to be used with dexterity so dexterity characters have another build/option.
7) Speed
Yeah speed sounds great, good for everyone, and always tempting to speed up the game. Currently speed sounds to be as the best balanced stat idea. This is probably because defense applies to everyone, and then speed boosts anyone in an amount that you can't quantify for combat effectiveness.
Take these ideas with a grain of salt, but they are here so you may look at another angle of attack, another perspective.