Thoughts on why RTwP is problematic for some players:
In TB combat, you're only playing one "game" - deciding which orders to give to your characters.
In contrast, RTwP has you playing two "games" at once. First, which orders to give to your characters, as in TB. Second, deciding when to pause the game in order to give them said orders.
These two games each require a rather different core competency to play well. Some people know how to juggle them together, make them fit, and derive enjoyment from succeeding at that. For others, the two games seem to work at cross-purposes and are immensely frustrating.
Yeah, nice try. The reason I don't like RTwP has nothing to do with my competency, and I don't think anyone else is saying that RTwP is too difficult.
I can play these games with no problem. Give me a break. Nice straw man argument. "Oh, you don't like RTwP? You must not be competent enough to play the game. If you were then you would see what a great system RTwP is..." Yeah, right.
RTwP is NOT difficult. It just isn't satisfying. The Infinity engine and NWN/NWN2 combat rules were designed for turn based. The game designers tried to force the turn based rule system into a real time system in order to appeal to action gamers. So it never worked quite right. You have skills and abilities that were designed for a turn bases system being awkwardly forced into a real time system.
At no point did they create a difficult and challenging game. They just made an awkward and tedious blend of two interesting ways of approaching combat.
Turn based has a flow. You take an action, you see an outcome, repeat. There is a rhythm to the game play. The animations and spell effects are designed in a way that makes sense with turn based play. And you get a feel for your individual character's abilities and contributions to the party.
There is a also a rhythm to a real time action game. Adding pause to a real time action game is disjointed and destroys that rhythm. The pacing of the game and everything about it is designed for real time action. These games work best without pausing and are designed for squad level battles where you don't have to micro manage every single action.
I would prefer Real Time with NO pause.
The pause doesn't add anything meaningful to the game. It just causes abrupt stops that look mindless.
In my opinion a lot of the really cool feats in DnD are wasted in a RTwP atmosphere because the player doesn't really get a sense of them happening... they go by too fast and become meaningless. This doesn't mean that they go by too fast for the player to use them, but that the player doesn't get that much enjoyment from their use.
For instance having a skill that allows you to avoid Attacks of Opportunity works quite differently in real time and turn based. In turn based you move through an enemy space and you see your character avoiding the AOO, but in real time it happens much faster and the player gets far less satisfaction from that skill. The skill moves from being a main attraction to being a background event.
Skills and Feats don't matter all that much in the Total War games or in the King Arthur games, what is more important is your overall tactics and strategy; though the spells in King Arthur are pretty damn powerful, but they are cool downs and don't happen all that often so you can do them in real time without pausing.
Also, cool spell combinations are less meaningful because the set up time is kind of bothersome in RTwP and most of the time isn't worth the bother, whereas in a turn based system the effort is exactly the same.
I prefer turn based for party based games because I get a deeper satisfaction of each party member's contribution to the battle.
I prefer real time for squad based games because the individual soldiers aren't as important as the overall tactical plan, and I don't need to see them use their cool abilities.
The problem I see with RTwP is that the skills, stats, equipment, and feats that the player can choose in a RPG are wasted on the combat system. There is simply no point in having all of these cool skills, stats, abilities, equipment, and feats.
Every time I play an RPG that has a RTwP combat engine I end up not caring about the skills, stats, abilities, equipment, and feats because I don't really see a meaningful effect. Tactics end up mattering more than these things. So most of the time I just end up using one or two tactics and a tiny handful of spells and just ignore all the other stuff.
But in a Turn Based game I tend to use a wider palette of skills and abilities and spells.
I find the RTwP combat to be a cluster fuck, not because it is hard, but because it just makes all of the cool rules and what not pointless.
I would rather play in real time or in turn based mode.
Just my opinion.