I think if you want to avoid bandit beaters, you should not make an RPG in the first place. You can substitute “bandit beating” with some other form of grind, hell you could even an entire story if you want, but the game will still be some form of bandit beating.
First of all: why do we have mindless grind in games? Why do MMOs have so much braindead, nonstop grinding? They do this to buy time. MMOs by design are meant to be like a fictional life, you create your character how you want them to be and go on an adventure. You die, you win some, and you learn new abilities. It feels good. It feels nice to see your work pay off. If there were no grind, you would eat through all the content very fast. Not only that, it would take away from the whole progression aspect altogether. It’d suck if everyone could just reach max power in hours.
Yeah, Roblox games typically have really bare-bone bandit grinding but it’s inevitable. It’s hard to keep up with content when you’re a small team. I feel that with the amount of content players expect, developers are forced to push out quantity content over quality content. Quality content does not last. I’d much rather play a game with a dozen new mobs every few weeks over one that has one new mob that’s somehow smarter. They’re both NPCs at the end.
And besides, yea you can totally come up with some alternative kind of grind but it’ll be just that: grind. It doesn’t matter if you hide it behind a mission mechanic or whatever, it’s mindless grind. You can step it up, make the NPCs smarter, and add some flavor text to quests - maybe it’d make the grind a little bit more fun! But doing so will surely lead to less content as content takes more effect/time to make and players will inevitably leave when there is nothing left to do. The average Runescape played their game 100x more than the average Dark Souls player. The content difference is just too different.
Games like League of Legends or Valorant also have their own kind of grind, it’s just more skilled-based. In these kinds of games, you’re not progressing a fictional character but rather your own skills so there should be no difference in power with whatever account you use when playing these games. Note though that in skilled-based games, there isn’t typically content that transfers from game to game. For example, items bought in a League match aren’t going to transfer to your next League match - that wouldn’t be skilled-based. Trying to force a way so that there is permanent progression that can affect a match in a game is detrimental and contradictory to a skilled-based game.
To try to combine a skill-based grinding mechanic and all of the other RPG elements doesn’t seem feasible to me. How is it skilled based if the other player has a better weapon from a previous play? How is it skilled based when the player has more friends to help them out? How is it fair when the player has more robux and could afford a major advantage? All these variables are handled in a controlled skilled-based game, you cannot do the same in an RPG.
Maybe a middle ground would be a roguelike, there’s a grind but not much of it and there’s skill in that the stakes are high. But overall, I think you’re wasting your time trying to make an ‘interesting’ grind. A lot of people are fine with the mindless grind (look at Blox Fruits), don’t let a few loud people make you believe that bandit beating is unpopular. It’s far from it, it works just fine.