Mechanics designed for turn-based gameplay don't work for real-time gameplay.
I was doing brute-force thinking how to adapt TB gameplay into real-time. There are maybe other ways.
Pillars of Eternity II introduced turn based gameplay. So, there could be a reverse mechanics too, from TB to realtime.
Gameplay designed for dropping AoE's on targets and combining them definitely doesn't work for real-time.
It could work and it would be more challenging becuase positioning of the characters are in realtime and it requires more of a player's skill to aniticipate the next enemy action and movement in space when enemy is changing position.
It requires two entirely different fully fleshed-out mechanics and combat systems.
Maybe yes.
My brute force thinking just removed
waiting for next turn requirement in TB mode. And when player deplets all action points, he goes into idle animation till next turn which doesn't lasts long becuase every actor pawn in the game is doing the same simultaneously.