dtgreene: I think the best solution is to increase the enemy variety in any given area, and make different enemy types actually feel different to fight. In a high-attrition game, for example, mixing weak and strong enemies can work well; the player then needs to figure out which enemies are worth spending resources on.
StingingVelvet: This would help for sure, but it isn't an insta-cure. One game I know I had this problem with was Pathfinder Kingmaker, which had notoriously tough endgame that went on and on and on. It introduced new enemies and a new area and all that, but that didn't stop that ending from being a slog.
I tend to play RPGs and CRPGs especially on their harder modes, but I also tend to turn them down to normal or even easy toward the end when I just want to finish the game and its throwing endless crap at me.
I think I did go back and finish both Pathfinders on hard though, iirc. Let me check my chievos.
The problem with Kingmaker is that the game gets hard in ways that are unfair to the player. Specifically, it:
* Introduces an enemy type that you need to have made some specific build choices to handle
* Traps you in the final dungeon, so you can't go back and prepare, or choose to take multiple trips. (I've always hated it when games with progression systems do this sort of thing.)
* Takes away some of your party members, so that party build you've been using for the entire game is no longer available.
There's also the fact that Kingmaker is rest anywhere (or at least in hostile areas) if you have the supplies, which means the game can't claim to be high-attrition, and therefore the ideas I gave for high-attrition don't really work well here. A lot-attrition needs to have a different game design, and that generally precludes having long dungeon with tons of encounters to battle through. Rather, a low-attrition game needs fewer encounters, and each encounter has to be a challenge by itself (and not just a repeat of previous encounters), for it to work well. Basically, the game designer needs to treat every encounter like a boss fight, though perhaps easier and without the famfare that usually accompanies such things, for low-attrition to work.
(Worth noting that I'm not aware of any non-CRPG RPGs with a difficulty setting. Remember that, if a game is a computer (or console) game and is an RPG, it's a CRPG by definition.)