Recs.
Updated
SpecsUpdate
Pros
Pro Free choice of real-time with pause and turn-based combat
Owlcat Games originally released the game with RTwP combat, then added TB, giving the players the choice between the two modes.
They can switch between the two anytime they want, which should remove any fear of the combats being too long, TB mode can indeed only be used for more complex combat, and RTwP for easier ones.
Turn-based can be very satisfying from a strategic point of view, and closer to the tabletop experience for people coming from there.
Cons
Con Not enough information on game mechanics
There is in-game encyclopedia but it is incomplete. More often than not, players need to look up to wiki, or fandom, or somewhere on the internet to even begin to know what is actually going on, or any explanation for certain game mechanics. Incomplete information includes but is not limited to topics on affliction, opponents' unique skill, feats, dispel etc.
Con 150+ hours playthrough
For some players a lengthy campaign is counter productive. If the game has so many story-based choices and character build options, it won't matter because it is already very exhausting and time consuming to just finish one playthrough. Some story details may also lose their purpose because they will just be forgotten anyway throughout the game.
Con Promotes save-scumming
Only way of learning a number of (highly-inflexible) do's & dont's of the game --other than Google-scouring. Yet loading screens are taking longer as the game progresses.
Con Requires master-level expertise of combat mathematics
- Too punishing for any who wants to play normal difficulty without being a scholar on worldgame's beastiary --and obsessing nano-management of spells & scrolls. Confuses a challenging game with a frustrating one by irrational boosts of enemy stats instead of adding enemy numbers ("miss" & "deflected" arent the same; see also #5).
- Falsely encourages a sense of exploration-freedom when players are to constantly worry about hidden quest-timers --becoming more prevalent after Act 1. Also, a companion-corrupting DLC (can no longer have Varn as companion after Varnhold's Lot DLC, yet cannot make use of him as a Councilor when even Jaethal can be Curator & the tiefling can be Treasurer).
- Generous uses of corrupt English & logic-insulting decisionings. How can a turn-based tabletop combat system be adapted ^faithfully^ into a realtime combat on PC? How about spider invasion actually starting 14 days earlier than stated date? Or potion of invisibility/vanish not performing its only function in Verdant Chambers --yet "Freedom of Movement" suddenly becomes a thing in (only) last act? Only Lawful alignment can be logical in deciding fate of capital when Kesten outright defied a direct order; only Chaotic alignment can perceive that making vessel of Tartuk might militarily benefit kingdom in the future & allowing Lamasthu shrine keeps goblins observable. Why is it illogical for the guardian-dragon of Tenebrous Depths to reward preparatory info and/or perma-increase of a few stats before facing a supposed herald/spawn of a deity rivaling its own --yet this near-impossibility gets emphasis in the companion-quest for the Tiefling --& being the justification for Lantern King difficulty? What list of creatures are chaotic? Why are skull-shaped Will O Wisps "aberrations" but not undead when undead are basically aberrations?