So you're telling me PnP D&D's combat system is RTwP? How dumb are you?
Correct me if I am wrong, but RTwP DnD is a system based on rolls, but computer calculates them faster. Thus, the rules are DnD, but you dont need to manually calculate them and you can play in RT.
I see you haven't ever played any PnP RPG. Or even turn based cRPGs?
Turn based is not slowed down real-time just so we can calculate rolls. Hell some people play PnP with a pre-rolled sheet of results, at least some game masters do to accelerate things. Turn based is not an artifact of low tech, there are PnP RPGs that are phase-based, were every character acts simultaneously. And you know what, the rules and systems are
different to accomodate that.
D&D's systems were made for turn based. Initiative, who acts first, changes a lot. Win it, and you can position yourself advantageously or down the enemies before they know you're here and without them being able to react. If you're a thief/rogue/stealthing/have a feat/class feature, you might get an extra turn or half-turn to do so, catching the enemy flat-footed, and dealing therefore much more damage or gaining some other advantage depending on build. A good RT system instead would have animation times for actions, as that is what's appropriate for it. But RTwP D&D uses some defined round duration, a one size fits all "cooldown" for all actions, trying to badly emulate the PnP (which is why some morons call Infinity engine games "turn" based). You don't see your character doing his attacks, he looks like he's doing one but he might be doing four, because they had to fit it all in the "round". Characters get locked into their round actions. Things happening out of your turn (interrupts, reactions) are also weirdly implemented, notably attacks of opportunity.
Not only that, but many character features were made to take advantage of when you act, which cannot be translated to RTwP. 2nd edition is far in my mind, but 3rd had implemented those features into feats that gave you more initiative, allowed you to take an extra action in certain circumstances, interrupts, reactions, all of which had to be gutted for RTwP. How would you implement in RTwP for example a feature that gave you a move action on certain triggers, such as if someone closed on you, or failed an attack? The rules just don't adapt.
Also, RTwP is a clusterfuck, and that is
because it implements a system made for giving complex instructions about how your
one character is going to act, while giving you a whole party of characters. The rules were designed for you having a certain time to decide what to do, and that is impossible in real-time, all options being in multiples menus, so they had to add the pause abomination
as a main combat mechanic for you to be able to give instructions,
and add an AI that can just play the game on its own because you can't just pause every milisecond to give a command to everyone of them dudes. Even with those shit patches, it still is very far from what D&D is.
Plus, because RTwP is a clusterfuck, and you can't have tactical positioning, you get shit like no friendly fire for attacks/AoEs. This is why they went with it for Tyranny for example. RTwP brings by its own nature a dumbing down of turn based mechanics, and therefore a dumbing down of available tactics, instead of creating ones adapted to RT.
All that, and I haven't covered it
at all yet.