Umbran said:Well, they aren't strictly exclusive.
However, surviving combat isn't much about personality - good tactics are based primarily upon the realities of the situation, the mechanics of reality. Who you are doesn't matter so much in a fight as how well you can hack up orcs. And in the long run, it doesn't usually matter how the orcs get hacked up, so long as they end up dead.
And the players have limits to their scope of attention - if they are busy dealing with the rules of the tactical game before them, they will pay less attention to the personality of the character they are playing.
And, honestly, when you're busy hacking up orcs, there isn't a whole lot of time for talk - and talk is the human's primary mode of expression. If you cannot express who the character is, your role-playing options are limited.
I don't think the combat rules should emphasize role-playing. I think the GM should be given ample advice on how to create interesting situations that don't necessarily involve combat, so that the GM may present the mix of combat and non-combat that his players like.
This is where the problem is: you assume combat is about hacking orcs. Role playing assumes combat is something of a bigger scope, that perhaps can not fit in a dungeon room.
It assumes that combat is what ever challenge your character might be facing: for example it could very well be a strategical decision on a positive or negative answer that deals with a question regarding your responsabilities and future lifestyle.
As said above, role playing combat is simply setting dependent-