i would argue that an PRG still hinges on the player skill level. . knowing what each class does to use to the best of their ability, when to use those abilities and what enemies to use them against in the most efficient way..
Perhaps it would be clearer if it was called 'player physical skill' or something.
A bit silly since the the 'physical' part only includes fast and precise fingers and wrist's movement... (+ reflexes) but it's something to do with muscle in any case.
(after all a game that requires no kind of 'player skill' either physical or mental, is probably better categorized as a screensaver)
The idea is to have enough time to do 'complex calculations' to decide on the best movement.
It's the geeky way to do things... but geeky is what RPGs traditionally are
i find myself wondering how hard it would be to make a toggle between true turn based, or something closer to the current combat system, so it would cater to both playing styles
I wouldn't have any such request personally.
Better focus on one thing and do it right, instead of trying to please everyone - with the high risk of making something something below average, which is what nobody wants. (except perhaps, in the case of FO4, Bioware
)
I would like a turn-based system, but if it's out of the question make it real-time and make it good.
What I'd hate the most, would be a good real-time system with the option to switch to a crummy turn-based one as a 'favor'.
It would feel more like an insult really.