Can anyone explain to me (a) how a modder has the manpower to add TB to Pathfinder: Kingmaker, (b) how Owlcat has the manpower to add TB as an on-the-fly toggle for WotR, and (c) how Obsidian has the manpower to add a fully-fledged TB mode to Deadfire, but Larian can’t leverage its 350-person team to balance a RTwP version?
Nice point. Amazing questoin. IMO ideally they should give options ie - rtwp or tb?
All of the examples cited above have glaring problems regarding their TB implementation. It turns out that when you change the fundamental way combat works, you find yourself redesigning every single encounter, provided you want to make a good game... Crazy huh? .
Giving the option for RTwP would result in PS:T tier combat, or would encroach on the development time/resources it takes to design good TB mechanics and encounters.
It would also result in a lot of fundamental problems. From what we've seen, Larian is (mostly) going towards a 1 to 1 DND 5e ruleset a la Temple of Elemental Evil.
You can not simply convert that amount of option and information in RTwP without serious thought. It's the reason why BG had to have to have its 2e rules significantly reworked, it's just too much work to have it all be intact once you make that significant leap.
DND, 5e especially, is HIGHLY dependent on its grid, and it's becoming harder and harder to run combats without it like we used to do with older editions.
I wanted to write a paragraph citing a few examples, but it got too long and boring, so I'll just say this:
The things that you want are mutually exclusive, DND's combat takes a lot of its appeal from War Games.
War Games are highly dependent on positioning, and as DND editions went on, the various people in charge of it wanted to lean more and more into the "strategic appeal" of the game, resulting in 3.5e at first and then 4e, where they took design cues from games like MtG and went haywire with the balancing and the streamlining of rules, adding a bunch of things that made no sense in the process and cutting out all of the fun of 3.5e.
5e went the opposite route: instead of making everyone the same balanced guy, everyone became a god past lvl ~8-10.
Hence, players love 5e, while DMs really wish they were playing something that'd give a little more of a challenge, but that's besides the point.
Basically, from 3.5e the strategic appeal of DND got put to the forefront, and more and more of the strategic parts of the game got tied with positioning, because it's much easier to absorb a lot of of information by looking at a grid than by remembering rules that only apply in xyz abstract situation, one of the problems of earlier editions, which lead to a lot of rules being forgotten.
Now, a lot of this might not seem important, you could make the case that it's possible to translate positioning advantages by altering the speed at which characters move and act, but that's not the point.
The point is that those advantages must be made clear to the player, because otherwise, he might not be able to use certain deliberate abilities that directly tie to his positioning.
Furthermore, those things should also be made clear so that the reasons for his losses are justified and scenarios like being in a spot where there are multiple AOO and disadvantage on the die roll, while a few creatures, including the PC took the Ready action, while some are maintaining concentration, can happen without them being unfair, or fill the combat log at the speed of light.
The cool thing about 5e's combat is that there's a lot of neat ways to synergize various mechanics of the game to your advantage, and communicating that in a way that people understand that where they position themselves and how they act can set them up for a decisive victory 3 turns down the road is very difficult to do in anything that's not turn based.
The more interwoven and complex you want a game to be, the slower it's going to play. Making it RTwP would require a lot of effort and adaptation and would probably look nothing like the OG BG, or typical RTwP games.
DND 2e didn't have these issues to the same degree, so the devs could basically fudge around the rules and forget about certain aspects of the game altogether, but doing that in 5e would undermine the whole appeal of the system and would result in it being no more interesting than pokemon (I'm only barely exaggerating, you go and try to have engaging combat in 5e without taking positioning into account).