Sorry about the lack of input on my part... IIRC, after I posted the original post of this thread, I got sick, and my internet connection went down... basically, a bad case of life happened. I came on to the forums to post something else, and now that I remember, I'll post here beforehand, so I don't forget again.
So I've been looking over the posts by all of you, and while your input is helpful, I'm not so certain how I'm going to actually apply your advice. Basically, the game's damage system is designed so that the choice of weapon used or spell cast has a far greater impact on the amount and type of damage dealt than in other systems; in order to achieve this, a weapon has a damage die size assigned to it (like in most games), but instead of rolling the die once and adding a static modifier, you roll the die a number of times determined by your modifier divided by 2 (though there are still some static modifiers added afterward). Say for example you're a melee warrior type, and you're at level 1. You're armed with a longsword, which in my game has a damage die of 1d6. Most level 1 melee warriors will want a Strength score of at least 30, giving a modifier of 6, though less is acceptable for niche builds. Given this and only this information, when you attack, assuming you hit, you'll be dealing 3d6 damage to your target.
As stated before, this system is designed to make one's weapon choice really count; larger weapons will have a larger die (and if they're two handed, an extra die will be rolled), but they'll take more effort to swing, meaning most axe- or hammer-wielders will be stuck making only one attack per turn normally. Smaller weapons will have smaller dice, and light weapons (the equivalent of off-hand) will have one less die, being the opposite of 2H weapons, but they'll be easier to attack with, meaning two or more attacks per turn won't be too hard to achieve.
Before I forget, I want to mention average HP values. Going back to the example of level 1, the very least a character can have for total HP is 12, and that's not just by having minimum Constitution, but actually applying racial penalties to Constitution. Without the racial penalties, the lowest a character can have is 18. The average melee warrior will be able to afford a constitution of 25, making his HP 30, and then add benefits (this game's name for "feats" or "perks") afterward to increase his HP further. In case you're wondering, HP derives from Constitution by multiplying the Constitution Modifier by the character's level (1-10) and then adding the Constitution score itself to the result. The modifier of an attribute is determined by dividing the attribute by 5, rounding down. So, as mentioned, a Constitution of 25 will give you ((5 * 1) + 25) = 30 HP; the same Constitution at level 2 will give you ((5 * 2) + 25) = 35 HP, and if you increase it to 30 at level 2, your HP will be ((6 * 2) + 30) = 42. Every part of a character, aside from equipment, is bought with experience, rather than increased at intervals like in DnD, so increasing Constitution (or anything) is just a matter of spending the XP. After that, the average benefit to increase HP increases HP in increments of 5; there are two such benefits, and without looking at them, I think they each have 3 ranks, for a total of 15 HP or 30 if both are taken.
One of the reasons I created this thread was because, as I said, the damage to HP ratio seemed a bit high, but more important is a result of that very same thing. That is, how many of you have played any standard JRPG's, like Final Fantasy? You all know how, in those games, spells to inflict status effects are useless for the player, right? The average enemy goes down so fast that giving them debuffs is a waste of not only your ability to cast spells (MP and such), but also the very turn dedicated to casting the spell, which could have instead been used to kill the enemy outright; meanwhile, the bosses, for which status effects would actually be useful, are usually immune to status effects anyway. I want debuffs to be a legitimate option in my game, instead of being the overlooked feature that's only there to provide flavor and fill out the list of options.