Yes, essentially turn based allows for more tactical / strategic combat. It can also be better suited to party based games. With parties the character AI may not be very good (and is rarely great), so you might be forced to control a mage so they don't waste mana using powerful spells on weak opponents, or an archer so they don't run around to get a slightly better shot and draw additional opponents into the fight, etc.

Larian has also been trying to make a game with turn based combat for awhile. Beyond Divinity (the second game in the Divinity series) was originally turn based until about 6 months before release, IIRC, when the publisher insisted on real time combat. In that case, though, there were 2 main characters, who (depending on the character builds) could usually be selected and controlled as one. Up to 4 additional party members could be summoned, which could add a lot of pausing to micromanage if you wanted to use them in combat, but they were not that tough, and made better mules than warriors (one could use a crossbow, though, so could provide good support if kept out of melee range).
Original Sin also has 2 main characters, plus an optional 2 henchmen and a couple summons, with much more of an emphasis on combining skills and strategies, taking advantage of the environment, etc.


There will be a demo, so if none of the kickstarter updates alleviate your concerns, you'll be able to try it out for yourself (eventually).


Welcome to the forum. wave