I have no idea how many blog entries with that specific title there are going to be, but it'll probably be interesting anyway. Before that, I should explain that the inventory system is taking a lot of dev time (you should probably know why by now) and LockeZ's criticism/concerns towards RPG combat setups are kinda on my mind. That said, here it goes.
Let's just say it involves statistics, or specifically, the role in which statistics play in affecting whatever actions your characters/heroes/villains initiate. Pretty much a good chunk of RPG Maker games (on this site, among others) and mainstream RPG titles (to a lesser extent due to complex variations) use the following setup:
Strength/Attack/Might: Physical attack damage
Defense/Vigor: Damage resistance (usually physical)
Magic/Intellect/Spirit: Magic power (sometimes magical resistance)
Speed/Agility/Mobility: Initiative (aka the "when is it my turn?" stat)
In a nutshell, people on this site have probably used this in their projects mainly because it saves time and is easy to figure out so the player gets to focus on playing the game. However, for all the supposed convenience that the setup offers, it kinda feels flat and even unconventional player characters with crazy abilities end up more or less falling into a statistical specialization.
What I'm doing with character statistics is, IMO, a bit more dynamic. The four statistics are Strength, Willpower, Intuition, and Mobility. The big draw to them is that they are not hamstrung to a specific style of action. Everything from the base damage of the attack to the duration of a debuff all count on a certain mixture of the various stats. A basic bow and arrow attack, for example, relies on Intuition for damage and Strength for resistance and so on. It's probably going to require more research as I progress, but there you go.