Beyond Divinity actually started off turn based, but Larian quickly determined they wouldn't get a publisher without switching to real time combat.
From
Divinity – Original Sin revealed:
Next on the list of reasons why Divinity – Original Sin seems to have surprised people is the turn-based combat system. That one comes from the desire of doing something like the first Fallouts. I always wanted to do a turn-based game with action points but my problem was that I couldn’t find a publisher who agreed with me.
Active-pause was considered for some time (and we actually started out like this), but in my heart I really wanted to make one of those games that has epic tactical battles, where you really have to think how you’re going to defeat the enemy. And because I’m occasionally very impulsive, one morning I stormed into the office and told the team that we were going to ditch all the hack & slash stuff and go for turn-based. I was ready to go all despot on them should I encounter any resistance, but to my surprise, they were actually quite supportive of that idea. Then I discovered they were a little bit too supportive, because before I knew it I had an ultra-hardcore system on my plate. Eventually we settled on something that I think is quite accessible, but still offers plenty of opportunity for tactical depth.
There will be character customization, but I don't know to what extent.
Mods will undoubtedly extend gameplay, but I don't know if there are any plans for other multiplayer modes.
Some armour is missing textures.
You are much less likely to slip on ice when walking, so click close to your lead character. The chance of slipping could certainly be lower outside combat, though.