Combat Systems in RPGs

ActionTrip has published an article entitled "Combat Systems in RPGs", in which they take a closer look at the different ways combat is handled in role-playing games.
The first imposing question is whether a real RPG can be fully turn-based? This Combat System allows easy programming for developers, and most of the combat related events are determined from characters' displacement on the field. Still, it lacks the excitement that the player experiences when the game is developing quickly, instead of gradually. Naturally, if strong tactical element were included, the combat would become more interesting and exciting, but then you get a strategy, and not a standard RPG. Hence, those stickers saying "Strategy with RPG elements" (remember Odium?). Such games can be appreciated by a certain profile of players, as opposed to real RPG fans that expect something more than a simple strategy. They expect the full freedom of choosing a way. Turn-based systems emphasize combat tactics, but reduce combat down to the number of points and the range of the weapon/spell, i.e. pure statistics. Fallout is the shining example of a good turn-based Combat System, which made the game exciting and challenging for the player. As opposed to PC games, the consoles place the emphasis on the turn-based system. It all boils down to lining characters up, and watching them beat each other silly. Throw in a flashy spell, and you got yourself a blockbuster. An indicative example is the successful Final Fantasy serial, which used turn-based system up until the last two sequels. With a fine balance between the basic story and a multitude of motley opponents, the games might just turn out good, even with this almost obsolete system. I like the turn-based system, but it can't be applied to just any game. Of course, there has to be a particular balance between the development of the story and combat (again, Fallout has to be mentioned as the brightest example).