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In terms of game play they are both turn based RPG's during combat
The Divinity: Original Sin games scratch a slightly different itch, but mechanically they share several fantastic aspects with FFTactics.
You may find youserlf fighting swarms of demonets standing in a sea of raging fire ignited from some fire spell casted on the pool of oil on the ground, which then spreaded all over the building. Then when you kill a demon, its foul blood spills on the floor and as it's a cursed blood, the whole fire turns into cursed fire, which cannot be extinguished.
Then some of you cast bless on it, turning it back into regular fire, and the other guy casts rain, turning region around you into a steam cloud (which btw decreases resistance to thunder spells for everybody within it bounds), quenching the flame. Then another guy casts bless again and turns it into blessed steam, which heals living creatures, but hurts undead ones.
Add tons of spells and skills which can manipulate battlefield and objects on it, and even your opponents and allies, and you got it. It's a lot of fun trying different combinations of crazy things.
These two games take very different approaches to how they do turn-based combat. FFT lets you lvl up at will and grind lvls if you find the going tough. Height and distance mean much more in FFT, too. Boss battles are lot more pronounced. Same goes for terrain. Tanking is viable. Approaching combat with characters from different angles is viable.
D:OS2 has got a very different flow from FFT. It just focuses on different things. Just think about how teleportation is pretty much the first skill you get after you make a character and how many easily accessible mobility skills you get. Also think about how most of the skills have got an added status effect to the damage they do and most of the time, range they posses.