Instead of "combat", think "conflict". Almost any conflict can be analogous to combat. The sides make alternating decisions & ability checks in the attempt to move closer towards what would be considered "success" for them.
Systems like Prince Valiant & Risus pretty much eliminate the mechanical differences between combat & any conflict. (Risus even saying "everything is combat".) The principle, however, is usually easy to adapt to any system.
I think it's also worth looking at Pace (a 24-hour RPG that's really little more than a diceless resolution system) & Wushu (which divorces the dice mechanics from the action up until resolution--more or less). Even though I haven't actually played either, I think they've given me different ways to look at the hobby.
Systems like Prince Valiant & Risus pretty much eliminate the mechanical differences between combat & any conflict. (Risus even saying "everything is combat".) The principle, however, is usually easy to adapt to any system.
I think it's also worth looking at Pace (a 24-hour RPG that's really little more than a diceless resolution system) & Wushu (which divorces the dice mechanics from the action up until resolution--more or less). Even though I haven't actually played either, I think they've given me different ways to look at the hobby.