TheNecroswanson said:
Random encounters are the spice of life. If games didn't sue them JRPGS wouldn't be as challenging.
I think biggest problem with them is that in many games - the final fantasy games are a particularly good example but there are many others (atelier iris, enchanted arms off the top of my head) - in many games they *aren't* a challenge. Monsters are very unlikely to cause your death, but may slowly cause attrition of HP if you're too cheap to use potions. In most, you hold down the 'attack' button or occasionally the 'magic' button until they're gone. Then you continue. If you start getting too hurt, you walk back a bit, rest up, and walk forward again. There isn't actually any mental input required by the player - i'm fine with turn based if you actually need to be *paying attention* but when i'm very tired I've litterally played with my eyes closed many times and there is *no problem*.
They are, as suggested above, silly speed bumps which simply act as markers where players get a predictable amount of XP and gold. If players roll a slightly lower amount of encounters and don't get enough of these, they walk around in circles for a while.
The battle system should *add* to the game, it should be fun, challenging or interesting - not be a mindless chore used to lengthen the time taken to turn the pages in an interactive story. I know that JRPGs concentrate on story and character development first, and as a fan of them i *get* that. But there's no reason we can't have *both* and I love it when we do.