I don’t know about this thread. It sounds less to me like “I hate boss fights and long grindy dungeons” and more like “I don’t like badly designed bosses and dungeons without enough save spots.”.
A properly designed RPG will never require you to grind to level up; The “random monsters” that you run into between bosses should be sufficient to get you to the level where the boss will be challenging but not overly difficult. This is the sort of thing that’s pretty easy to balance, because when you get right down to it, unless you’ve built an RPG in which it’s possible to cripple yourself/your party, or if you’re doing something that you REALLY should know better than to do (Party of 4 fighters, or something.) then it’s pretty easy to assess how competent the party will be. You don’t have to factor in reflexes or something (Though the recent trend towards more ‘arcadey’ games complicates matters) so you pretty much know what the party should and shouldn’t be able to beat.
A properly designed game has no use for “anti-grinding” dynamic boss level nonsense, because fundamentally, if the player for some ridiculous reason WANTS to grind, then he should be improved by it. The -correct- way to handle grinding is to use something closer to the MMO-style XP system, (or, as a REAL throwback, the XP system used in the Shining Force games - the SRPG ones, not the new action RPG ones) where killing the same stuff over and over has diminishing returns to the point where eventually you get nothing for it. So if people want to “grind” they need to do it on “level appropriate” stuff - which may not even be available, depending on how linear/event driven the game is (if you haven’t beaten the bandit lord and taken his ship, you can’t get to the continent that has higher level monsters for you to level up on) allows you to predict fairly accurately the MAX power level the player will be at.
Interestingly, though, I haven’t run into the old “wear the party down through the final dungeon and then hit them with the boss once they’re low on resources” gimmick in a AGES, since almost every JRPG I’ve played has insisted on giving me not just a save spot, but a “full heal” save spot before pretty much all the bosses.
I don’t play Western RPGs, really. I don’t agree with most of their design decisions.