Thanks Kanisatha, that sparked a thought in me.

In P&P Combat is where you lean back, wait for your turn (and maybe chat with your friends - depending on your personal play style) while glorifying all hit and dmg rolls and especially the crits while imagining just how awesome those blows all land and maybe describing to each other how and where exactly you want to cut the Enemy up, or just how nonchalant you look while decapitating hordes of lesser beings with each swing of your sword.

this can not be recreated in a single player game. some of the tactical stuff yes, but all the cheering for a crit or random explanation of where you want to hit the enemy are almost impossible to put into any game that is less than full SAO style VR.

Or in other words: Combat with automatic rolls that are not announced by a genuinely happy (or dejected) player is inherently less interesting than P&P combat.

usually the only goal of such combat is to survive and make sure the enemy is no longer willing to mess with the characters (make enemies with weak agency to fight to the death flee!) and just rolling that out is... boring. I'ts why i like automation in my single player combat, after i created my AI in my likeness (only better) i can sit back and enjoy watching the fight and continue on with the things where my agency really lies: exploring a bit, looting every nook and cranny (or not, if i were ever given incentive for not doing that like the D:OS cities.) and solving my own problems (the quest)

If the goal of the combat directly aligns with my own goal (normally named enemies) i am much more willing to play that whole combat subgame, but that is it. I am not that much of a combat kinda guy and I'd prefer it if combat was not the first, last and only otion in too many cases or the main way to gain experience.