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It doesn't seem very logical. It's still unclear whether it will be more balanced in the end.
I thought about separating it, but for now, I left it as is. If we remove ranged combat, then strength will only be needed for warriors and agile characters. I also thought about accuracy.
Limiting the use of certain weapons and armor could also be included here.
It was there, but I removed it because a skill would most likely be responsible for that.
Only the chance to hit will look better. It's better to move the rest to perception (and it's difficult to incorporate parrying and blocking into such a system).
Again, I thought about this and that's why I wrote that this point is questionable. It seems to me that in this case, strength plays a big role, because it is needed to hold the shield during blocking and parrying; otherwise, it won't help.
+ (but it will be tedious to calculate)
If there is a simple formula with strength and constitution, I think it will be fine.
I remember there were action points in one of the expansions. But they don't really fit this particular characteristic.
I remember there was a chance of spell success in one of the expansions. No, the point is that the parameter should be important for mages. And you just haven't played D&D. If this is explained by special physical fatigue, then I think it's fine.
Interesting, of course, but it's quite strange what benefit can be gained from corpses. I would rather change it to something like "warriors become experienced in battles and know the weak points of enemies, etc., and mages can learn more effectively through scrolls or books," and you can also add intellectual professions here, like you won't be able to brew a potion without a certain skill level and you'll get lost in the forest, lol.
Well, not literally from corpses) But in general, different sources can be invented; the main thing is that the essence remains.
+ (although mages again have two parameters in priority)
What about endurance and perception? Perception is needed for targeted magical attacks. The essence of certain bonuses is that this parameter is important for at least two categories of characters. Perception is important for everyone in this case. Luck and charisma are situational.
+ (also add leadership here, with some bonuses for the entire squad)
Well, yes, I was also thinking about a companion, but this can be attributed to useful connections.
I partially agree. The problem is that critical hit can be easily converted into regular damage. Let's say 10% critical hit is the same as +10% to the character's damage on average, so it doesn't make much sense compared to power or magic strength, especially if there are large bonuses there.
Critical hit should deal more damage. That is, the player chooses either stability through power and magic strength, or hopes for randomness and luck, because the damage should be greater here, but it doesn't always go through. Perhaps it will be possible to add some kind of debuff to this.
+ (although it's not much for a separate parameter).
Perhaps something else will be invented for luck. Something like a chance to survive a fatal blow, etc. In general, some parameters are more of a bonus, so that luck is not only responsible for critical hits. At least there will be some perks from it, and maybe it will be taken more willingly.