For an RPG with tiled map, i think the best would be to use some really simple collision test with rectangular boxes. And then, when two rect intersect, for instance, the player and a blocking tile, you can do some pixel perfect collision on the intersection area to see if at least one pixel (or any other pixel tolerance) overlap.
Some old school RPG use a dedicated layer to determine if a tile is blocking or not on a map, it's just a simple bit array (0 non blocking and 1 blocking). For the dynamic entities, in some cases, you may want to use another shape like circle to be a bit more precise. Collision detection would be the same for tile than for entities, tile would be rect and entities would be any other simple shape.
Using a physicphysics engine only for collision detection in an RPG would be a bit overkill to me.