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The game design is so that you have an inordinate amount of choice at almost every point of the game (certain focal points of the story notwithstanding). The thing is, if you have 3 to 6 different choices you can make in a given situation, there's 2 to 5 choices you will not see the results of by picking one.
So in a single play-through you will see maybe a 10th of the options and bits of content? Probably less.
The main story line doesn't have all that much deviation of course, I'd say 3 core resolutions with many variants to those. It's still a CRPG after all and not a DM/GM/Storyteller managed campaign. See the main story line as a main thread that your own personal play-through weaves around. Every player's own thread weaves differently, some more wildly than others.
The one thing you have to watch out for is aiming for the 'best' option. In particular with regards to options locked behind a skill check. About half the time missing that roll is more fun than making it.
not everything has to be a battle, and in fact with the proper choices, and stats/classes, you can almost avoid 75% of the fights in this game, and still gain mass amounts of experience in doing so.
That has always been the wonders of DnD (dungeons and Dragons), if you can "think" of something, it's more than likely going to be possible.
For example, if you've done a fight before, and or know what's coming up, you can simply sneak/hide your entire party, and throw them into outstanding positions before even attempting a battle, and have the advantage/high ground the entire fights.
Some bosses in this game will "Summon Adds" upon initiating combat, however, if you simply sneak up the boss, and surprise them, and kill them before the initial combat phase begins, you can actually ignore 10-20 adds per fight.
Baldurs Gate, and DnD in general is simply about testing your limits, and what you can do, and like I mentioned earlier, if you can "think of it", It can "probably" be done.
it's a very creative game, and thus, you should be creative as well, there is no wrong answers, just "easier" solutions to certain problems.
I do not see anything wrong in such.
You play, you make choices.
Next time you play, you make different choices.
That is the nature of role play games. I am on my nineth playthrough and still keep discovering new stuff in the game I have missed entirely before.
That's the beauty of the game.
The trick is to follow the guide as you progress. Not after... Particularly, each time there seems to be a critical dialogue / action.
By the way, a bloodbath is not a bad thing, it makes combats more challenging, thus, game more interesting. It only is a bad thing if, by going that way, you'll skip on lots of treasure or side quests... The only bloodbath I truly regret was killing the Owlbear. I won't do it in my next run. I did it then because I was still on a "max exp points at all costs" path. But a handful of exp points won't change a bit in endgame and not even in Act 1. Conforming to that attitude, later on, I only killed as many Gith in the Créche as I had to, left several rooms untouched. I am now not even through half of Act 3 and I am just a couple of thousand points from top level (12) so... No need for unecessary killing, particularly in the early stages.
That said... Follow a guide /map.
While such is possible, you are not supposed to know about that in a normal playthrough. Considering that you have missed nothing.
It is different from how you spike the goblin camp's drinks with poison.
A walkthrough that points out all possible things to find isn't so useful if you are going to roleplay. Personally I find it much more fun to act in character and see where that leads me. But of course you have your own playstyle so do whatever works best for you and gives you enjoyment.
It wasn’t always the case and it seems they’re brining back choices locking things out
I almost never re-roll failed rolls, either. Failing a roll isn't the same as losing, and has different - tho not necessarily bad - consequences.