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The game is not well made enough to warrant a bronzeman playthrough.
Well, I would say load up your last save, but I guess that's not an option. I know you can't prepare for every scenario, just do the best you can. I don't think blaming the game because it "should not let you mess up everything" is the right answer, though. I am curious, though, why you don't load saves. Is this part of a challenge run?
The enemies in that fight are generally trying to zerg Isobel (moreso Marcus than the other guys), and Isobel herself can be derpy and try and run away straight into eating multiple attacks of opportunity, so you'll need to play around that by making sure to keep her alive: everyone else in the Inn can die, but if Isobel falls so does the whole town.
The big thing is blowing up Marcus first, and then making sure Isobel stays alive by supporting her with stuff like Shield of Faith + healing magic + whatever else you think of, and if you want to get really advanced you can send your own party members to trigger attacks of opportunity since enemies only get one per round.
But, hear me out, just roll with it. Now you know for other playthroughs. Games don't give you these experiences anymore where you genuinely can lose something truly impactful.
Embrace it. Don't hate it. The game is still very playable and winnable.
The only wrong way to play this game is to have expectations of getting everything just the way you want it.
What other game lets stuff like this happen or not happen? The only reason you could even possibly be upset is because there's potential for it not happening so you get that experience.
Other games would either not kill so many characters like that or wouldn't make it optional at all.
If you don't want to live with the consequences, save games exist for a reason.
Also, lol @ "But I dont wannnnna read guides". Well get better through trial and error then, I guess, but don't get upset when you die/fail/etc and need to reload
If the game wants to be cruel...fine...but storywise you are happy to see the tieflings, the children...you even get new tasks by finding the husband of the grieving NPC...you meet Dammon again and another merchant...everything seems to be some light in the darkness with people you know....like a stronghold surrounded by darkness you set off for new adventures...but then you have some minutes to explore this inn before the entire place becomes hostile and everyone's dead in the end including the merchants, children...
If there was an evil path, fine...let us side with evil and kill them.
Or why doesn't the game break the shield, spawn unimportant NPCs as monsters (the ones that only have one line of dialogue)...fight them, kill them, then the story continues, but with the more important NPCs still alive.
I'm not a hardcore role player (in Skyrim I hardly ever read and listen to people...I love exploration instead) and I'm not someone that has a connection with NPCs...but even I was happy to see some tieflings I know and being a musician myself, I love Alfira's song and characer...and played my lute when I saw her...but then everyone gets killed and a big mess of dead bodies is left behind...all merchants, all new items, all new quests are gone.
I don't understand why Larian does this.
And loading saves is cheating...e.g. the boy that walks into the water..I managed to save him from the harpies, but if had died, I would not have loaded the game again....because I like consequences and outcomes, and you cannot load and save in real life either...
But this quest or part of the story is just plain evil. It's like "Oh, you clicked on something, now your wizard loses the ability to cast spells for the entire game".
It's not about living with the consequences though.
You see a stupid NPC who is not capable of doing even the most basic thing (despite supposedly being a high level cleric). You think to yourself "She deserves to die, I'll let her get KOed and just keep her death counter in check". Then when she gets KOed the fight just ends because your characters decide to sit there and do nothing while the guy carries her off.
It's a set of consequences that are too stupid and contradictory to the established rules that it is impossible to predict.
Paths are a way for people to simplify a complicated game into something they can comprehend or a way for them to orient themselves around decisions in the game.
Larian does this so you can have the experience you're having. Regret... loss...
Instead of blaming the game, maybe try enjoying that you've been given the chance to do it at all.
When has there ever been an RPG a videogame where AI controlled NPCs were smart and capable? Escort/Guard missions/quests have always been an excercise in trying to keep a suicidal toddler alive in a minefield. I can't think of a single game I've played where this wasn't the case.
I'll agree the attack comes without warning (although it is an ambush) and if you don't have some high initiative/alert characters it's possible for Isobel to get knocked out and taken away without a chance to act. However, I don't think the consequences are too severe for failing to protect her. Nor do I feel that taking Power Word:Reload into account when designing a game is bad design. Give the players a challenge and let them refine their actions over several iterations until they succeed. It's how you train an AI, so why not use it to train your players to use more of the tools at their disposal (like CC, the arcane lock spell, etc.)?
And I disagree with it being bad gamedesign. It´s infact very good gamedesign. The fact that there are risks and the option to fail with consequences raises the tension and makes for a more interesting rpg experience.
Games that hold your hand too tightly like Bethesda games for example where you simply can´t fail at all are bland and boring.
The attack coming without warning is wierd but within the realms of possibility. It is the way the combat just ends when she gets knocked out. There's legitimately rules for this. Either he should have to grapple her and then continually take grapple checks while only being able to move her at half speed (so ~15 feet). Or he should have to KO her, then use a free action to pick her up, then move his speed or double his speed, then you should be able to take dex/str checks against him to get her out of his hands or just wail on him to down him.
The absolute 100% thing that shouldn't happen is for your characters to stand there as he carries her off.