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Also, BG and IWD used DND 2E rules, which were more simplistic and you had a lot of classes that would do nothing but auto attack. With 5e and pathfinder most melee characters have many more options in combat, which naturally lends itself to TB combat to get the most out of those abilities.
I for example cant play games with only turned based, I hate it, Its so slow makes me fall asleep. The game is epic enough already I dont want spend another 100 hours staring at units doing the X-Com dance.
Real time with pause is much, much faster, but makes it very difficult to aim most AoE spells reliably since everything is constantly moving. It also makes getting certain abilities off almost impossible; charging in real time has a weird windup time, some odd stuff like kineticist powers refuse to fire off properly since the AI loves to interrupt itself by moving while casting, and so forth. Meanwhile, turret characters like Lann crank out absurd damage in RTwP.
Turn-based lets me make sure all those little specific abilities get used properly. Good luck with complex debuff chains like hexes to lower saves, add misfortune, strip resistances, and so forth. Sure, in RTwP you can just drop your smite and click to hit, but anything more complex than a paladin is likely being inefficient. Still, it takes far longer than RTwP.
as someone said, it's closest to Tabletop, but for me it's also because it makes management easier, I don't want to have to micromanage 5 mages pausing constantly, when I can have the game pause FOR me.
Right until Baldur's Gate, computer roleplaying games were more often turn by turn than real time.