This thread started with promise and now boils down to what was considered standard D&D conventions a few years back are now shit:
* Random encounters = trash combat
* Encounters while sleeping = trash combat
* Enemies below threat level = trash combat
* Enemies not contributing to the overall story arch = trash combat
Except none of these is true.
* Random encounters can be perfectly cool, they add unpredictability and force player to prepare.
* Encounters while sleeping are awesome, they are great way to force players to be careful with their camping spots and great tool to put stress on resource management.
* Enemies below threat level are cool once in a while, they help mark your progress and it's always fun to curbstomp some dumbass bandits who made a mistake of attacking you or return to kick their ass for robbing you earlier.
* Enemies not contributing to overall story arch are cool too, as long as they make sense in the context and serve some purpose.
The problems with BG1 are:
* Barring travel there are no actual random encounters. There are only standard encounters for given area repeated ad infinitum (I guess it's called infinity engine for a reason), with waves of standard cloned enemies carrying standard loot.
* Encounters while sleeping pose minimum threat and can't be reasonably managed in any way by choosing camping spot, only by doing multi h trips between inn and wilderness, during which you'll get tired again before you'll get to explore the next area.
* Enemies below threat level attack you incessantly and are slaughtered en masse, throwing their lives away against their better judgement, even if they just want some fresh meat or your stuff which will be of no use to them if they are dead.
* Aforementioned encounters not just fail to contribute to the current story arch, but they actively work to erode any semblance of sense in the setting.
Compare a game like Wizardry 8, which is about as fair as it can get, given that being a crawler it's pretty much made from nominally trash combat and has too much combat for its own good, even for a fucking crawler that's all about slaughtering things and taking their stuff:
* random encounters are varied and drop varied, but sensible loot.
* encounters while sleeping can mess you up or outright TPK you, forcing you to pick spots where you're unlikely to be found and will have good defensive position if you are when you want to rest.
* ok, there is level scaling but enemies below your threat level, when they appear, provide a welcome change of pace, while the encounters themselves, though overabundant can often be successfully bypassed or avoided if you're in a "oh no, another fight" mood for any reason.
* enemies not contributing to overall story arch (plenty of them because, you know, a crawler) are diverse, fun to fight and moderately justified.
These encounters helped with giving the player some cash
Players are routinely so awesome at helping themselves with cash that they don't need to be helped by the devs.
and random XPs which helps balance out the incredible amount of XPs needed to advance.
Quest XP can be adjusted freely and balanced easily.
It also makes sense: resting in the gnoll fortress was a lot likelier to encounter random mobs than in the forest, even if gnolls are weak.
It makes no sense if gnolls have to tread knee deep in dead gnolls to reach the party. You'd think they'd learn. Even dumb mundane animals would.
Also, gnolls being weak was fucking incongruent with presentation - when I first saw a bunch of humanoid hyenas about 1.5 times as tall and 2 times as muscled as any of my party members, each wielding a fucking halberd my first thought was "o kurwa." and definitely not "weak" in any physical sense.
Then they just dropped dead to my noobish party, with, IIRC only one scoring a lucky hit putting Imoen in deep red - no prob, I had healing spells and could camp.
Also, the encounters were tedious as fuck and did waste my time.
And no, fuck D&D.
2. Set, story contributing encounters: That mage, named npcs, etc: They keep the player on the trail of the story, and are of a set level. This is a good thing, but may be tricky to someone encountering them for the first time. Fortunately, there is no one here with that perspective. Not-trash.
Tarnesh was bad, others were passable to good.
3. Set, non-story contributing strong encounters: Basilisks, Ogrillions, enemy parties, etc. They keep the player from going into dangerous places until the player is high enough level, or have treasure that is worth a bit of risk to low levels. A staple of almost all non-linear rpgs. Not trash.
Ogrillions were moderately trash given how easy it was to rape most most mundane opponents in BG by switching to ranged weapons before the closed in. Others were cool.
4. Set, non-story contributing weak encounters: kobolds, giberlings, .5 hd creatures etc. This is probably the only group one could consider trash. However, they still advance the story. They show the threat to the typical citizen/slob and need to be there. Too many and yep, they are trash. Not enough and the player says, well, fuck, why do these people need a hero?
Maybe they should just sic a bunch of those peasant slaughtering housecats on them or something.