I don't think either TB or RT really capture the tabletop ideal. To do that you would pause at the start of a combat round, wait for all actors to enter their orders ( so it works with either single or multi-player ) then run the round with all 5e reactions being offered as they occur ( with auto-pause or maybe a temporary UI button ).
In tabletop if you're 60ft away from an enemy and they use their turn to move 30ft towards you - then you can move 30 feet towards them and attack them on your turn. In the system you described, they would both (or neither) be able to attack.
Additionally, and perhaps my biggest gripe about the system you describe, say combat just started. I rolled max for initiative, I go first. I cast fireball at the grouped up enemies and they all get hit. In the system you describe, I cast fireball at a set spot and during the animation they get to simultaneously use their move to walk out of the AoE that they WOULD have been in on PnP.
I realize that, in regard to immersion, the entire round happens in the same 6 seconds for everyone - but that simply isn't how it plays. Nobody should know that better than a PnP veteran that has ever tried casting an AOE spell in a RTwP game.
Originally Posted by etonbears
Larian do seem to be spending a lot of money on the game, so I suspect they will need to appeal to a wider audience than DOS to break even, which may also indicate significant differences to their recent games.
The D&D branding itself will bring in the wider audience, regardless of the system they use. It has been polled anyway. Only 8.5% or 9.5% wouldn't play the game due to the system. Turn Based wins in polls - both in "prefer but will play regardless" AND in "won't play unless turn based"