Planescape Torment's shtick and selling point was that it was an "anti-RPG", the cool guy who did it differently. Everyone had a generic fantasy world as a setting, they had something much more unique. Everyone had cliche characters and plots, PT had something else entirely most of the time. Everyone gave a ton of shit about combat, PT was the one where you could skip a huge part of combat by dialogue alone or where you could fight only 2 or 3 person total if you want to evade much of fighting.
That's not "anti-RPG," you imbecile.
It's the way RPGs should be.
RPGs shouldn't feature generic high fantasy setting after generic high fantasy setting. They shouldn't feature done-to-death races, characters, plotlines, and tropes. They (usually) shouldn't offer the player no choice but to plow through endless streams of forgettable, generic enemies. Mediocrity and creative bankruptcy are deficiencies, and shouldn't be the norm.
Sorry to burst your little bubble friend, but PT was probably one of the most influential games on what Bioware is today
. They even intended some romance sideplots with FFG and Annah but they couldn't finish them.
Wild conjecture. It's true that there were romance subplots on the cutting room floor, but if PS:T was "one of the most influential" games for the BioWare of today, then they clearly ignored every lesson to be learned from PS:T except for those cut romantic subplots, which weren't even in the game.
Speaking of tabletop, PT is more like the Call of Cthulhu RPG system. Who the fuck played that one for combat? Reaching a combat situation in that one meant you just fucked up somehow, almost counted as a game over.
You're speaking to someone who owns the 20th, 25th, and 30th Anniversary editions of the Call of Cthulhu core rules (still in their packaging, of course) and who has read through the 5th and 6th editions. It's one of my favorite systems. You're quite correct (mostly), but you're also proving my point: When combat does occur, there is a motherfucking
solid system of rules there to govern what transpires. You can use a hex grid, terrain and miniatures as well, if desired. It's a turn-based system! Can you believe that happy crappy?
Just make a game focused on mysteries, exploration with survival, political intrigues, verbal disputes, mercantile challenges (well, I wouldn't make this game specifically about getting rich but it is a viable non-combat challenge). It would still have stats, items, C&C (if anything, it would have much more than PT did), skill checks and still retain what's great about it.
Or we could have that and also have well-designed, meaningful, enjoyable combat, partially or even completely optional (note that I strongly agree with this preference of yours, though "optional" should never mean "always easy to avoid"), and preferably turn-based. I know, that's far too much to ask. Mere human beings apparently aren't capable of not fucking up some aspect of their game.