One of the greatest joys I find about all of Larian's games is in the requirements of a player to think and plan ahead. Running amuk and charging into unknown situations or locations almost always will get you killed. Larian seems to believe that they are making games for people who enjoy strategy and planning. After putting many hours into DOSII I know to send my thief ahead to scout out locations and look for trouble, for good higher places to make stands, for flammable barrels, etc.
One one gets used to the idea of planning and realistic tactical play, Larian's games pay off and other, less smart games fall by the wayside in comparison.
All my opinion, of course.
A lot of gamers are used to fast paced twitchy games where charging ahead results in overwhelming the enemy without a lot of thought. That is not this sort of game- and it's a strength, not a weakness.
I love how one can wander about and find different approaches to the same areas in Baldur's Gate III. I greatly enjoy that Larian does not hold the players hand. There's no cheese wedge being held in front of you- you have to figure things out yourself.
A lot of times situations are quite open to solving problems outside of the envelope. It is very, very viable having a character with persuasion and charisma. My good, helpful elven drow cleric was able to talk her way into both the goblin town, and goblin camp with no fighting on the goblin's terms at all- and no use of the tadpole either. Once inside, my adventurers picked their fights, isolated groups of goblins and leaders one at a time and cleaned house, always managing the high ground- choosing our ground because we were a nice, trusted, Lolth lovin' drow with a pack of slaves- by appearances and using handy charisma skills. It worked fabulously.
I also very much enjoy Larian's abilities to mix things up. In both BGIII and DOSII you really can't predict who is going to be looking for a fight, and who might not be quite what they seem. Good and evil are often shaded by appearances, and quite a lot of people and creatures are neutrals out for themselves. What might look on first appearance to be a comfy ledge where you can pick off a giant tree monster might be a place where his giant magical wolf buddies all phase in to join you in most uncomfortable fashion.
But, generally, sound tactics, good strategy and scoping out the ground, resources, tight points and placing your mages back and fighter forward will add up to success....and if it doesn't, yes, this is a game where you need to SAVE at each successful accomplishment, and not be afraid to try again- maybe several times.
Have I mentioned I love this game?