Yes, you are right - in KOTOR a turn ended, you issue the commands, then all the action happened at once (sorta, see below
). Once that was done, the next turn starts.
However, none of these turns were really simultaneous. There was still initiative and whoever had the best intiative still had their action happen first or their attack happen first. The difference: You couldn't say what you wanted to do when it was THAT PCs turn; instead, you had to issue all the orders at the beginning of the round (and I have played many PnP games that were run that way also, admiteddly not in a d20 style game, then again the last time I played anything remotely d20 was 2nd edition AD&D, Gamma World (4th edition), and Buck Rogers).
So, KOTOR IS *definately* turn based, just not the traditional give orders on each player's turn instead of all orders at the beginning of the turn.
And yes you CAN have a lot of time to think about your actions, just turn on the "pause after every turn" option. While i kept it in continous mode for no-brainer combats, i would have it pause every turn in more difficult/critical combats so I can manage everyone's actions before each turn started.
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And really you can't compare this to Fallout except to say "Yeah, they are both turn-based.... just very DIFFERENT turn based".
Fallout didn't require a lot of strategy in combat. The only strategies you needed (well, at least that I used) was:
* Concentrate attack on one enemy at a time. If you just wound them all, they can all still attack, so might as well take one down ASAP, so only 4 are attacking you now (then rinse, then repeat
). Of course criticals can cripple certain enemy attack, however. But you can't rely on anything but the PC do deliver those kind of attacks.
* Exploit Action Points and the terrain (like at the Sierra Army Depot and the gun turret thingys). This was because of the way the turn-based system was handled in SPECIAL (and makes combat REALLY REALLY easy, at least to me, once you learn the little tricks).