Divinity II (Gameplay #2) - Everybody Moving
A lot of so-called "action" RPGs base their subgenre classification on the rather basic fact that stuff happens relatively fast whenever the player clicks with the mouse, and in many of these games there isn't necessarily a strong sense of realtime action going on. Case in point is the quintessential PC action RPG of all time, Diablo, which is a curiously detached affair involving a whole lot of button presses but not much else to connect the player directly to the character he or she is ordering around on the isometric battlefield.
While the Divinity series may have started out as Diablo clones back in 2002, Dragon Knight Saga introduces a new level of directness to the controls and overall combat mechanics. Even though clicking like a madman is still very much part of the experience, it's equally important to have quick reflexes and respond rapidly to changing conditions on the battlefield. Timing and movement is almost as important in DKS as it is in a third-person action game, and avoiding enemy attacks, projectiles and spells is therefore by no means relegated to the realm of mere dice rolls.
This game is no Fable, however, since Divinity II can be surprisingly demanding and it's quite easy to get completely destroyed in a matter of seconds. The lack of level scaling contributes substantially to the difficulty, and also means that it's easy to run into powerful enemies (even very early on in the game), which thus encourages thorough exploration of the less challenging parts of the game world.