Gudadantza: The interace in the three games is pretty obsolete but functional, maybe the Wizardr's Crown being the most unnecessarilly complex one.
The interface is basically similar to the old Wizardry ones. A keystroke and you select the option.
The Questron one is similar but closer to what you can find in old Ultimas or Magic Carpet.
Obsolete but functional to what the game needs. As I said, The Wizard's Crown is probably so detaled that to achieve a basic function you need to press two different keys (always visible on screen) and to watch any skill or info a new screen is opened. This can make the game slow to play because of GUI reasons. Imagine it like a mix of Wizardry I intrface and a less developed Pool of Radiance Interface
dtgreene: Is healing your party as annoying as it is in Pool of Radiance?
I you mean the lack of proper "fix" command, yes, it is the same but I don't know why the system is more straighfrward being even more complex. Anyway it has a button for eal everything or something like that, so i'd say it is a fix of some kind with the difference that it does spend energy used to cast spells, combat etc... It is not free.
Now you need to cure bleeding and wounds as different entities, not counting the classic poison. and every one has low, medium and hard levels. So in the last notes of the manual (manal not available in the GOG version, please OOG fix this) the developers encourage you to maintain in your eight people party at least two priests, healers and double classes everywhere. With priests the healing options in the camp menu are expansive, giving you more flexibility than in Pool of Radiance.
But basically the micromanaging, inventory, markets, trade and coins system is like a proto Pool of Radiance, but less polished. So if anybody loves that micro, will love the game the same as Pool of Radiance.
And the same with the combat system, but expanded and even more detailed. Facing Combat Based, Three or four types of attack, each one with its advantages and disadvantages depending the situation (attack, defensive attack, attack to kill, mark the target to attack later) three possitions (guard, stand, prone...) A system of a point person leading at the start of the combat to evade ambushes, to ambush or to detect the facing and the possition of the enemy.
And more. The options available in combat are very detailed.
For a 1985/86 game it was more tactically advanced than a lot of modern examples.
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