As I've said before, the first bridge-bandit encounter on the bridge to Lothering is a great model for how to do a lot of encounters. (I'm not saying all, because human bandits can be reasoned with or dealt with in a variety of ways; but that won't work with demons, undead, darkspawn, dragons, and giant rats.)
Multiple ways to resolve it, and it can still come to combat, or there are other resolutions.
I do agree with people that it's not Dragon Age without combat. Knights wear armor and carry swords for a reason. It's a dangerous world. The non-awakened darkspawn cannot simply be invited into your chateau for tea. Personally, I wouldn't use a Story Mode setting, or a Auto-Resolve Combat setting, but I'd be OK with it there for other people who want it. (Yes, I can accommodate other peoples' preferences, anyway, when they don't impact mine.)
I think two ways, though, where it can at least be more creative when it comes to the role of combat in the game, are two areas I've pointed out:
1) award more non-combat XP. Beyond just quest rewards. I don't know exactly how to do this (i.e. do you give it for exploration, locating resources, resolving things like the bridge without combat, etc, etc.), or what the combat:noncombat XP ratios should be, but I do know there are workable formulas.
2) design more encounters (at least with sentients) like the bridge near Lothering. Give people a chance to parley, trick, intimidate, sneak around, deceive, whatever.