RPG combat system should be elegant.The core concepts should be simple.The ideals of this would be Fallout, Jagged Alliance or X-com.Out of small set of rules, you get a highly tactical combat system that exemplifies the old design cliché simple to learn, hard to master.
In comparison DnD games combat is bloated and overly complex.
Idk, I'm a bit jaded anymore when someone says "complex" or "convoluted". Seen it too much in all my years to be considerate. A lot of this is in the eye of the beholder. The only way for me to really know if I agree with soemeone isn't to read a post they made, but to play the game they didn't like and see if I concur.
My thought is a game or simulation is best when it has many overlapping simple forces. The keyword is
overlapping. When they overlap they combine to create what's actually a complex phenomena. It's not actually complex in a bad way, but to a player it can seemhard to predict exactly how it combines.
I'll try to give example what I mean. Some forces:
Force: Player moving up and down and left and right.
Force: Objects which exist in that 2d vertical space, like bricks or clouds.
Now just make them overlap. This means one affects the other, or they collide in some way. So a player can move onto a brick or a cloud or maybe even fall through a brick or a cloud (if it breaks?).
Now just add more forces and overlap ALL of them. Example:
Force: Player moving up and down and left and right.
Force: Objects which exist in that 2d vertical space, like bricks or clouds.
Force: Breakable objects or characters.
So now a player can 'break'. Any item in the 2d vertical space can also break. But what makes it break? So far, there's only a player and other objects in the world. Maybe the player or objects break if they're in proximity. Maybe some objects break easier than others, depending on how long the player stands on them. For that you need:
Force: Time.
Adding a dimension, like going from 2d to 3d, is like adding another force. As long as it overlaps with the others then it will add to the "complexity" of the world.
Note that Jagged Alliance 2 (not sure about 1) had height as a consideration. If you were on a roof, for example, it was easier to hit someone in the distance who was behind a rock than it would be if you were on the ground. This was psuedo-3d.
Reason I brought all this up is because I think the best games do something like this. They create many simple to understand things and then make them overlap. They usually avoid technical things or methodical things like inventory management or stat management or long dialogues or cryptic skills/spells/abilities. They focus more on the environment - like puzzles or twitch movements like running/jumping/climbing/flying or shooting or exploiting layouts. The joy of the game is in the ease to start playing and
overlap.
If something takes time to understand AND removes you from the game, it's not as easy to play. What if you're trying to figure out a puzzle and it's taking some time? Well puzzles are usually a process of elimination. Even as it takes time, you're DOING something. By contrast, a game which has crypitic abilities or spells might have you reading a manual or reading the spell description. This removes you from the game and makes the game harder to play. The best games don't have this.
Tetris and Super Mario Brothers are old games and practiced these things better than many other games which're much newer. In fact, I still play many games today which have completely ignored the elegance and effectiveness of Tetris. I think to some extent newer designers are rediscovering these old insights and putting them in their modern games.
If only every game designer which graduated HAD to make a Tetris clone to graduate... Or at least something on the scale of a couple worlds in Super Mario Brothers. They'd learn a lot about what a game is (and isn't).