Another suggestion for next RPG :
make a action-adventure-RPG with lots of fighting, but also with lots of NPC and 1 or more big cities like Aleroth where the hero can walk and talk for hours (so he/she wish) ...
BUT: make it all "open world". I mean the hero can always go in and out the cities to battle more and if he/she is tired of fighting, go back for more talk and doing lots of quests!
Gamers who love more the adventure part (talking and searching NPC's and solving quests) can do all that kind of quests and gamers who love more action can do all the battles that are possible !
OR like this??? :
Make for most quests at least 2 (or more) possible solutions:
1) a no-battle solution : the hero musst find a way to talk to certain NPC or enemies to persuade them live in peace and harmony or make a deal, or ...
2) a battle solution: the hero go to fight some enemies to solve the quest, so a pure action oriented solution.
And futher on maybe also more possible solutions fro more variation

:
3) a action & adventure solution(active): the hero do some talk + action to solve the quest
4) a action & adventure solution (passive): the hero can convince some NPC's or enemies to kill other NPC's or enemies, so the hero can go to the bar and drink a beer or go the sleep
5) or a smart solution where the hero can find a way to lay a trap for his/her enemies ...
All this together with :
1) Mindreading (discover hidden items, rooms, passages, etc ...),
2) crafting (making a deatly trap!),
3) Alchemy (making a killing potion or bomb or ...),
4) some kind of Skills (like I mentioned earlier the Language learning skill !) ...
5) summoning rituals ... for the Priest
6) .... or employ an assassin who kill for you ... or ... etc etc ...
I'm sure you can make many many unique Quests that have different solutions!
Plus give the hero more fighting related skills/stats if he/she solved a quest by (mostly)fighting and give the hero more non-fighting skills (or summoning skills) if he/she solved the quest by talking and persueding enemies/NPC's ...
Also the "loot" can be different, depending on the way the hero solved quests he/she find items that sweets best his/her build.
And so the hero can become a pure Warrior (Fighter or Ranger), pure Mage a pure Priest (summoning specialist), a pure Survivor/Rogue/Assassin (laying traps or using poison, lists and smart tricks), etc ... or a mixtire if he/she solved quests sometimes by fighting, but make also use of the more "adventure style peaceful solution" ...
Further one like always by Leveling-up:
the Freedom to choose between all kind of Skills (from all classes: Warrior, Ranger, Priest, rogue, Mage, ...) plus the freedom to spend a few points in his/her stats.
Plus give always area's where all hero's (warrior, mage, priest, rogue, ...) must fight their way through or solve simple quests or find hidden things or secrets ....
The final end :
more different outcomes for making other choices! And so a Warrior can make at the final end other choices than a Mage or a Rogue or a Priest !
A Warrior's 'good' choice : wins or lose against the evil guys!
A Warrior's 'bad' choice : change his mind and fight side by side with the evil guys against the peaceful people!
(just a example of a Warrior type)
I think this is the most difficult problem: create interesting (and funny) different endings !!