dtgreene: I disagree. Classic Wizardry games can be challenging enough with save states, but having to restart the game just because you got unlucky is not fun. Also, how is the game randomly deleting your characters considered acceptable?
Also, the Bard's Tale series is different; in fact, Bard's Tale 3 (and some versions of 2) allow you to save anywhere and reload the save as many times as you want.
PetrusOctavianus: You don't have to restart. Have you played the games, or just hacked and "experimented"? You can send down another party to retrieve the remains of the old party. Party death is not Game Over. Wiz 4 is of course a different matter, since it's so unfair that meta gaming is required.
Also, in BT1 and 2 you could only save at the Adventurers Guild.
I think Wiz 1-3 and BT1-2 did it right. In encouraged a cautious play style, but it was not the end of the game if your party was killed. So you could play them 100% Ironman, have your party killed, but still win the game without reloading.
I have played many Wizardry games (including 1, 2 (NES/SFC arrangement), 4, 5, 8, and Wizardry Gaiden 3), as well as the entire Bard's Tale series (not counting the one released last decade).
In any case, the problem is that retrieving the old party with a new party is not what I consider to be fun, and I don't see it adding to the gameplay.
Regarding my point (and looking at one point in the NES/SFC arrangement of Knight of Diamonds, namely the cave floor (B5F in the version I'm talking about)), when you trip a teleporter trap, there is a high chance that your party gets teleported into rock and lost forever. Having to reload because your party got unlucky with a trap is bad enough; having to start the entire game over because of a random chance event is *far* worse. (Keep in mind; there's no 100% accurate way (without carefully studying the RNG) to prove that a trap is not a teleporter trap.) Also, when this happens, retrieving your party is not an option. (Dying to a boss has a similar issue; you need a party that can kill the boss to retrieve the party.) (Side note: In Wizardry Gaiden 3, when teleporting into rock, your party is "only" Dead and returned to town; then again, WG3 *requires* you to do a random teleport at one point in the post game.) (Side note 2: In Elminage Gothic, it is possible (but rare) for an enemy's spell to teleport your party into rock; I had this happen before I could act at least once, and I even made a topic about it.)
Some versions of Bard's Tale 2, including the DOS version, do allow you to save everywhere except during death snares. (It's worth noting that this does break one death snare, as all you need to do is reload if you go in the wrong door.)
Also, the Bard's Tale series isn't so bad because you don't need to retrieve the dead characters and the most common forms of resurrection are reliable and don't have side effects (unlike in Wizardry). Hence, there is a fair decision between reloading (and losing everything you picked up since your last save) or continuing (and having to pay for resurrection).
One other question: Is there a reason you didn't mention Wizardry 5?