Cuttooth wrote:The restrictiveness of spell slots unfortunately makes me treat them like special items in other RPGs where I insist I have to save them for a harder fight than the one I’m struggling with, so I end up just going down a more conservative route with physical attacks.
On the normal difficulty, the game is balanced such that you can Long Rest whenever you run out of spells. In fact, you'll miss a lot of interesting character interactions if you don't Long Rest regularly.
But if you still find the resource management stressful, Wyll is a spellcaster whose Spell Slots come back after a Short Rest rather than a Long Rest.
By the way, there are a couple of points in the game where leaving an ongoing situation to go Long Rest will cause you to fail at that situation, but those are made fairly obvious -- like "this person is being attacked by a monster
right now" (they will be dead after a Long Rest), or "these people are trapped and have run out of water" (they will die in two Long Rests), or "this person will be executed in five days" (they're dead and gone if you ignore them for, you guessed it, five Long Rests!).
Cuttooth wrote:Same with the choices when levelling up, where I have a general fear that I’ll trick myself with a choice around classes and multiclassing that seems neat but is secretly an absolutely stupid decision that will set me up for failure fifty hours later. I’m not sure how to get passed that feeling to be honest.
Do you have a companion called Withers at your camp? If you don't, you really ought to go back to the crash site and make sure you've thoroughly explored nearby.
He can re-spec any character at any time, including both their stats and their class choices. If you regret how you chose to set a character up, Withers can help you change it.
To be clear, that applies to all the characters -- if you like an NPC character but they don't fit into your party or playstyle, you can change their stats, class, and level-ups as many times as you like.
Cuttooth wrote:By the way am I supposed to be able to use Detect Thoughts on every single goblin in the camp [...] Something doesn’t seem quite right there.
Detect Thoughts is a Ritual Spell, which means you can cast it as many times as you like without expending a spell slot, as long as you aren't in a combat encounter.
What does the spell do? Mechanically, the spell grants the Detect Thoughts Condition, which lasts until the next day
or until your Concentration ends. (You can only Concentrate on one spell at a time. Also, Concentration has a chance to be be broken whenever you take damage.)
Anyway, I think that explains why you can Detect Thoughts all the time after you learn the spell, and/or why you can Detect Thoughts for the whole rest of the day after you cast the spell (even via a Magic Item, Scroll, or Potion).