Thanks all of you for your answers!
Could you please explain more by what do you mean by that.
Thanks!
Well, I guess I'd explain it from the viewpoint of a prospective player. I have a pretty high tolerance for it myself, but the last thing you want people feeling is that the combat drags the rest of the game down. Grinding, as you probably know, is that sort of "old-school RPG" feeling. It's where a person feels they have to go out and spend too much time fighting monsters JUST to get numbers (character stats, money) high enough that they can proceed with the game. Padding would be if there're monster encounter areas that feel too long or don't really have any place in the story other than something to make a typical playthrough last more hours. Some RPGs, you know, seem to be sold based on the idea that there're some large number of hours of playtime required to beat them. In a bad and long RPG, the player is going to spend most of that time bored because they're hashing through hold-down-X-to-win combat.
Different players of different genres are going to tolerate different amounts of this kind of thing, so it can be tricky to get this feeling right. Combating grind is a big part of the difficulty of balancing a regular-old RPG, because it's to an extent subjective. RPG Maker gives you kind of a standard grindy-RPG-like combat engine that will probably bore a lot of RPG players if you don't put a lot of effort into it... partially because so many games use RPG Maker and therefore even the RPG fans have probably played a dozen games with basically the same combat system.
There're different ways to handle these problems. You can let the player see encounters on the map (probably need a plugin to get RPGM doing that) so they can dodge them. You can let the player use items to skip combat or turn off random encounters temporarily. You could let the player spend resources to buy stat increases or level ups so each combat goes faster. Hell, even I use Cheat Engine or an MV plugin to speed the GAME up so that I spend less time waiting for each combat animation to finish--and I kinda LIKE grindy RPGS!
Ultimately, it's a question of whether or not the player feels like their real time put into the game was well spent. The player's trading time for entertainment, and if that time's spent on something they find boring they're going to be upset. That's kind of trite to say, but RPG combat is something that plenty of people feel takes up too much game time for not enough enjoyment. Making combat more fun is a simple-but-difficult solution that even professional devs have really not completely figured out.
I hate to be an Undertale fanboy, but that game did have random encounters and I think it handled them pretty well. First of all, there's something to DO in combat other than just pick from a menu: the little bullet-hell minigames. Second, even though you can encounter most of the monsters more than once, pretty much every encounter is at least distinguishable by the flavor text. That makes each encounter at least feel unique rather than just like you're slashing through dozens of basically featureless mobs.
Actually Undertale's a bad example because you CAN play the game by just slashing through a bunch of featureless mobs, but you can also play it totally differently. And a lot of what made the game unique was its relentless quirkeness (even in silly little things like the item name abbreviations) that would take a lot of man-hours to replicate.
Anyway, this post's already too long, and I'm not really saying anything dozens of other folks haven't already said. I guess just consider well if turn-based RPG combat is really something that's going to add to the game experience, if you're going to use it.