roleplaying mechanics and reactivity
good roleplaying mechanics
you only need to get those things [aweigh's note: mechanical systems that comprise the bulk of the gameplay]to a point where they're decent but what matters most is roleplaying
see, that's the crux of our disagreement. role-playing begins with the core mechanical systems, it doesn't begin
after them. The combat, the exploration, the encounter design, the itemization, the power curve, all of those
are roleplaying mechanics. If you get them "just good enough to be halfway decent" then you have made the
role playing mechanics only halfway decent.
this is why earlier i assumed you were referencing codexian meme-style c&c, because you were talking like roleplaying and reactivity are things that operate independently of whether or not the game has good mechanical systems, like you just kind of said all-over again now by saying that "all that other stuff can just be done half-assed because what matters is that then the devs are able to focus on the roleplaying"; again, 'all that other stuff' that you say devs should do half-assed
is the the actual role-playing, same as the stuff you imply to be the 'real' roleplaying stuff, if not outright more so.
Oh, obligatory remark that DE is not an RPG. It is closer to an adventure game or a CYOA, but that's another topic altogether. I always hate talking about DE because it is such a divisive and politically-charged game that it is impossible to talk about politely without devolving into insults about it.
PS:T is a full-fledged RPG, and its combat is as much a key part of its "role playing mechanics" as everything else; whereas DE is an adventure game/CYOA hybrid, so we definitely have fundamental disagreement on what constitutes an RPG.