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However, you don't need to read guides 24/7 while playing the game. You can just play normally, and then consult a guide during the times when you become really stuck.
Misspending your points is definitely a very bad thing to do in this game, as respeccing comes really late in the game, and is way too expensive to do. So best to research what your points do before you spend them.
As for quickloading too much: if you get one-shotted by traps, then yes, that's normal to quickload all the time for that reason. That's typical.
However, what isn't typical is: some players take quickloading to an unhealthy extreme, such as by quickloading every time a strike or spell fails during combat. That is not a good thing to do, nor is it necessary. For players who feel the need to do that, it's because they don't understand the game's mechanics properly.
IMO for your first playthrough just do whatever you want. Lower the difficulty if you need to. You shouldn't have much issue if you keep to focused builds (spellcaster, warrior, archer) and keep to the level ranges (only engage things at your level or lesser).
Abuse save/load as much as you want because there's some really some random ♥♥♥♥♥♥♥♥ in this game like a lvl 8 monster in a lvl 4 area, instant-killing you at the end of a dialogue option, your team mates pathing into lava, etc. IT IS NOT THE MOST POLISHED GAME.
The trap areas deserve some save loading, but the automatic autosaves work okay. This game tends to completely segregate trap areas and combat dungeons, for better or worse - It's nice that you don't need an always-on Theif charather, but it's annoying because their are 3(arguably 4) Dungeons that are 100% trap areas with no combat and all of them are obnoxious. I recomend save-trialing through all of them, and for the last few (most annoying) cheese completely by going out of your way to craft 100% fire resitance (AND immunity to burning special effect which is seperate from normal fire damage) - When in doubt - use the teleport (air spell) on your own charthers then use the inventory menu to twink items between them remotely and of course the walk on air (scoundrel spell).
Builds aren't needed. Game rewards both "multi classing" which is what you'd use a build for, and going all-in with common sense Strength Warriors, Intelligence Wizards, etc. Difficulty also falls off a lot after midgame and end-game is a joke.
It's normally difficult at first to learn any new oldschool RPG like divinity, or say Baldurs Gate, Pillars etc because you have no idea the deeper implications of spells and talents typically have or what to interpret as an "average" combat experience. Overall, most of the difficulty is getting over how different Divinity Original Sin is from a lot of other games, even RPG's, once you start playing it like Divinity, and not the other RPG's you have in mind, it becomes very rewarding.