RGE said:
EDIT: On second thought, perhaps having a full blown tactical TB system would be bad, since it might require people to enjoy both tactical combat and many roleplaying elements. People who only want one of the two might be annoyed at having the game filled with too much dead weight. But then again, if the game allows people to avoid combat, then it shouldn't matter as much.
True, choosing your own path is an important feature after all.
If a player wanted a greater challenge, he could actively seek out combat where other players would avoid it, fight more dangerous enemies which would require more tactical skills.
I wouldn't expect every single random combat to be a great challenge, but it would actually be more interesting if there were more dangerous enemies. I like watching my char blow away some random baddies, but a greater challenge would be nice occasionally.
One problem with Fallout random encounters was how you were thrown into the thick of the battle. Surrounded by enemies, sometimes Super Mutants with miniguns there wasn't really much you could do tactically but blow them away quickly.
The random encounters ought to offer more alternatives, and I think they should as a rule start with a larger distance between both parties, giving the player the chance to asess the situation and prepare.
Ah, looks like I forgot to read the whole thread.
RGE said:
I suppose you could instead claim that it's boring because the fighting is boring, but I don't feel that difficult fights are a necessary part of RPGs.
There is a difference between easy and boring though. Fights in Morrowind were less easy than they were boring. In fact, for my mage the constant ambushes by demon hounds or whatever these things were were incredibly irritating especially because they drained my life and mana. They weren't easy as such, but aggravating and I was bored of it.