This "battle-less" (it's not really "battle-less" if you have battles) system sounds like "battles" between units in games like Civilisation. IMO, this kind of battle wouldn't work in an RPG.
In a strategy game, you have a wide-range of unit types, a large number of units and you get to deploy these units whenever you want. Because the strategy behind choosing the right time for an attack and choosing the right units based on the opponent makes up the bulk of the game, the simplicity of the battle system doesn't ruin the fun.
On the other hand, in an RPG you have a small number of unit-types (classes), a small number of units (characters). This means that there is a very small strategic element prior to entering a battle, even in games likes Final Fantasy Tactics were class progression/choices and equipment choices are a massive deal. Instead, all the strategic elements are found in battle (what specific spell to use, when to heal etc.), so excluding the player from this will ruin the fun (or, at the least, make their choices seem meaningless). Also, because you're forcing people into fighting in your game, you're removing the "timing of an attack" strategy too - you're basically giving the player nothing to do and this is bad!
Equally...
As you play as the "commander" in a strategy game, not having individual control over each unit makes sense - all a "commander" does is tell his "troops" where to go, he doesn't get to shoot the gun for them.
As you play as the individual units (characters) in an RPG, not having individual control over them makes no sense at all.
Last Edit: September 13, 2010, 03:23:13 pm by Fallen-Griever