I think you will find that "without" dice, your game will mirror Pokemon, Yu-Gi-Oh! or Magic: the Gathering. Why do I say this? Well because all those three (3) are MOSTLY "deterministic". And when you move towards determinism, you eliminate randomness but also need to inject enough strategy to be able to "have a game".
So far from your short rulebook and what you have said, I don't picture you WANTING to "re-create" what those games ALREADY do.
And therefore, you will need to differentiate yourself from those games. Because in truth, those games have ALL they need to play. Having a subset or partial "copies" of any of those games -- well it leads towards just a "less good version of Pokemon" or "Yu-Gi-Oh!" or "Magic"...
There is something else to consider. If this is a DUEL game, don't worry about not introducing JRPG elements. Having it FOCUS on combat is very legitimate option. And what you are borrowing from JRPGs is the theme (Story arc-style)... My advice to you is to focus making the duel FUN to play... with enough strategic depth that people will actually want to play.
Keep us notified how you change and further develop your game!