StingingVelvet: Pretty much every RPG has some kind of bleeding/poison/whatever attack that does damage over time. A lot of more tactical CRPG style games (Baldur's Gate, etc.) use this a lot, since buffing your character and debuffing the enemies is a core gameplay mechanic, especially on higher difficulties.
I've played quite a few RPGs where they either don't exist, exist but are not something the player has access to, or exist but are not a viable option.
For example:
* Ultima series hasn't had viable damage over time options as far as I've played. Same with Bard's Tale and Might and Magic. You have poison in some of these games, but it often isn't available to the player.
* Wizardry 1-5 have poison, but it isn't something you have access to (except in Wizardry 4, but even then you don't have control over its use).
* Dragon Quest has none, and while Dragon Quest 2 introduces poison (as an attack enemies use against you), it isn't player usable until Dragon Quest 5, and even then anything you'd want to use it on is likely to be immune.
* Final Fantasy series has poison, but it isn't a viable option until Final Fantasy 6 (it does decent damage to high HP enemies in FF4 and FF5, except that such enemies tend to be immune, even in FF5 where bosses often have status ailment vulnerabilities).
* Neither Dragon Wars nor Wasteland has damage over time effects (not counting disease in Wasteland, which again is not something you can use).