I think you've missed a vital point with the tadpole example you gave.
You're connected to the Illithid tadpole and it has influence over you because of that connection. Same with the mind flayer in the crashed ship. You and your character might -want- to squish the tadpole, but you're up against some powerful magical forces here. It's up to you to choose the stat bonuses and proficiencies that reflect your character choices and give you an edge when it comes to squishing that tadpole (if I remember you need constitution and something else).
Admittedly luck still plays a big role and even if you tailor your character to that scene you might fail. Larian may adjust all the different scenes and encounters based on how their difficulty reflects the narrative. The difficulty behind squishing the tadpole implies that the influence the tampered Illithid magic has over you is powerful, and a pretty big deal. In this case, your character is trying to "persuade" themselves to overcome that magical influence. You can read into every encounter in the game the same way.
I'll be the first to admit that I'll find it hard not to save scum on my first playthrough when the game comes out, particularly in high stakes encounters (looking at you Arabella). But so far in EA, accepting my dice rolls (for better or for worse) has resulted in some unexpected outcomes, which made me feel really involved and immersed. The amount of effort Larian have put into creating all these different permutations works really well with the dice system and brings it a little closer to that freeform DM style. It does remove some player agency, and if you're trying to get a very specific playthrough, then you're going to be quicksaving a lot.
Last edited by Foxwood; 12/10/20 09:00 AM.