Bullshit. Rpgs include normal size tactical engagements for rpgs. Wargames, an older genre and what rpgs are based off of, provided normal sized tactical engagements for wargames. Harn came out with a wargame system called battlelust and guess what genius? They labeled it correctly as not a fucking rpg.
Learn what the fuck your talking about before spouting out your stupid fucking jibber jabber.
You two bitches need to have the foundation necessary to enter into a debate on this.
If an RPG is inherently a skirmish game, why is Fallout an RPG? One only has a single protagonist, completely insufficient for any sort of skirmish tactics.
Oh, wait, RPG stands for
role-playing game, which means that it's defined by one's ability to play different roles in the game, not by how many manueovre elements one has under one's command which is why Fallout and Gothic are still role-playing games.
Consequently, one could make a normal-sized tactical game that was also a role-playing game.
Name one rpg with rtwp combat that was strategic or tactical combat.
There is no such thing as "strategic combat" with groups of <20 people. You can have strategy (party composition, character development), but all the combat takes place in the face of the enemy which moves it into the realm of tactics, not strategy.
As far as RTwP in RPGs, compare combat in ToEE to IWD or BG2. In both IWD and BG2, one frequently faces off against combined arms opposing forces (missile weapons, defensive magic, offensive magic, melee, all of which are dangerous). Meanwhile in ToEE, one either faces single opponents or forces comprised of three different types of melee fighters and a few completely ineffective.
Compare fighting a serious spellcaster and his minions in BG2 or IWD and fighting the Master Wizard in ToEE (fargoth? the one with the orb anyway) and his minio- oh wait, it's just him and a little gremlin who mews while your whole party wails on fargoth mercilessly.
This is why I brought up encounter design. Given the balance between melee and magic in D&D games, spellcasters have to start the fight with their melee allies between them and their opponents. In ToEE, you can simply walk up, surround and smash everyone from the head of the fire temple to lareth to that poor bastard of an assasin that tries to ambush 5 people. Tactics involves not only having a party composed of different elements but fighting opponents that aren't homogenous.
There are three fights in ToEE that aren't simply a matter of luck or stats, but also involve tactics,
1. Hendrak and his minions
2. The tower outside the temple
3. Lareth's guards
In each case you actually have a set of opponents that's different enough to matter. The typical fight in ToEE is 15 Normal bugbears, 5 worthless missile bugbears, 2 normal bugbears with reach and 3-4 supa-elite, banded-mail, tumbling bugbears. This involves slightly less thinking than the typical IWD fight, 15 normal orcs, 1-2 super orcs, 3-4 missile orcs (that can actually hit something!) and an orc shaman.
And as far as I'm concerned, ToEE has the best combat
system that's ever been used for an RPG, but the combat itself is largely just a matter of continuously imputing a given character's default attack until he's badly enough injured to warrent a healing spell. There simply aren't enough effective enemies that are anything but basic fighters, there are very few spellcasters and they don't generally cast anything (though I've noticed them casting more in Co8 5), there are no effective missile-armed enemies and there are no unusual fighters (rogues, monks) that would take any different handling; the closest they come are bugbear elites, and the only characteristic they have of monks is tumbling.