[/quote] The problem is that the game puts you in unwinnable situations either due to design and/or AI. There are a lot of situations where you face 10, 15, or 20+ mobs at once in a small area with a narrow entryway and the enemy AI may just choose one PC to beat up on. In that case, there is nothing you can do and they just die and hope they choose differently next time, which encourages save scumming. In a tabletop game, unless your DM is just an ahole, this won't happen, but with a computer making these decisions, IMO they should do something to even the odds a bit and prevent this from happening. Players shouldn't be dying during encounters the first time there solely because they didn't know the fight was coming or the mechanics of it, there should be some way to adapt to it without getting killed. Again the way it is now in places encourages people to go in, die, then try again rather than giving them a chance to adapt.[/quote]
I couldn't agree more. That's also why most of us split our teams, or at least leave the mage or healer two steps behind.
However, I enjoy being outnumbered. Act 1, Goblins HQ: "Oh dear, he survived Astarion, and he has his own drum to call for help!" Now, I have to kill everybody! Bad monk, very bad monk ^^ At least Astarion did his scouting job, and I know what possibilities I have. Good stuff, thumbs up. Larian
Obviously, there is not much you can do in this outnumber situations without a wall spell, scrolls, or dark arrows. You just have to find or create a safe zone with one or two ways in.