How to not make combat just a case of “choose strongest move” recently:
But back to the specific concerns of the post.
Are these battles individual or mass combat?
It wouldn’t work in a visual game, though. If a visual game just had health bars and maybe an attack choice dialog, that wouldn’t be particularly engaging.
Presumably by writing engaging text for attacks and damage? Yes, that’s generic and very much in the category of “easy for [me] to say”, but I’m not sure there’s a mechanical panacea to this? Any combat system can be done well and any combat system can be done badly.