Here's my rudimentary design for a game:
Characters have the following elements:
15-card + action pool consisting of class-linked abilities.
A short character sheet for stuff.
Two pieces of gear, which can have its own modifiers (to give mages more resources for magic, and non-mages better mundane abilities). These may be required for certain actions. Higher quality gear has better inherent effects, as well as more slots for enchantments.
The action pool has four types of cards: 2-action, 1-action, reaction, and enduring cards. All cards have direct functions, with enduring cards having a special phase toward the end of each turn where their effects take place.
Characters typically have multiple resources, which can each be tracked on a single counting die (they do not generally exceed 20). This includes at least health and stamina, though characters may have mana or exotic resources if they have the appropriate classes. Although this could get bothersome, characters are only allowed to run cards that use two non-health resources (i.e. they can use stamina and mana, or stamina and piety, or mana and piety, but not stamina, mana, and piety). This means that nobody will ever need to track more than three resources.
Characters may also become subject to conditions and effects. Play is based on representation in physical space via a grid.