I think what most people don't realize about turn-based combat is that strategy is a very important element. The reason why we have things like elemental damage types is so you can't spam the highest damage move every turn, you'll actually have to find different ways to win different fights.
As for an example, Fear & Hunger treats combat like puzzles, finding the right solution leads to an almost guarenteed (and usually safe) victory.
As for an example, Fear & Hunger treats combat like puzzles, finding the right solution leads to an almost guarenteed (and usually safe) victory.