Not him, but do any of those games have you using up a limited resource in order to fight all those fights? Looking at pokemon, you can have your pokemon to the point where it has 20 moves total before it runs out of moves. This isn't a common problem for other turn based games.
What's wrong with random encounters?
Not that guy, but whoever said anything about not wanting to fight monsters? Sometimes you just want to get somewhere quickly though, back to town maybe, but stupid encounter rates force you into battles when you just don't want to be bothered. In most games there are times I just want to get somewhere quick and ignore the enemies until I do.
Random encounters - Discourages exploration and can become tedious if fights are too easy but give no meaningful rewards
On-map wandering/avoidable enemies - Must force yourself to fight enemies which feels too much like grinding instead of the game naturally leveling you as you progress
On-map fixed/forced enemies - All players experience the exact same game and are the same level/etc at each point in the game. Must zone in/out of a level if you want to kill more, and it's always the same exact thing when you do
I like random encounters with fixed enemies on map at treasure chests/choke points/minibosses/etc.
You got me there. Though I assumed we were just talking about the frequency of battles being annoying.
Nothing
grinding sucks the fun out of any rpg
>Discourages exploration
How?
>Must force yourself to fight enemies which feels too much like grinding instead of the game naturally leveling you as you progress
This is one thing that sucks about it, but I have a system where I'll head in a direction and I'll fight any enemy that happens to wander into my path unless I *really* don't feel like fighting.
>I hate playing the role of the character in this role playing game
?
literally nothing, it's a great pleb filter