deathknight1728: I completely understand what you are trying to say, however I am not very bad where I don't think its the characters I made. My characters happen to be a bunch of little badasses, the problem I am having is moreso that I havent played all my tactics yet and don't want to be forced to using them. Im going to have to use some of the most cheap tactics its just Im not used to this game after just finishing Planescape Torment and Baldurs Gate. If this was turn based I would be using 4 or 3 characters, but its real time and PS:T and BG 1 and 2 Ive used only solo and 2 man parties.
I find a party of 6 is too confusing to manage all the players. The less characters you rely on the better. Besides your telling me that a party of 6 at least 2 of the characters aren't worthless compared to the rest. There's ALWAYS at least 2 characters that can't pull the weight. Also a team of 2-3 badasses is much more realistic.
I know it isn't realistic but solo characters if there wasn't a lvl cap would be the most insane. Who wants to mess with a badass warrior who can utilize number of different utility skills and be as powerful as a team of 4.
I can see you want to play a party of two or at least a small party, but do try to understand that the game was designed with the intent that you'd be using a full party of 6. You're complaining that you can't play the game in a way it wasn't designed to be played. It really doesn't make sense to complain about that.
You can emulate turn-based play with some of the game settings, as well as using the pause function liberally.
As you've actually inadvertently pointed out in your post though, in this game, due to the (generally considered to be excellent) encounter design, the less characters you rely on is
not necessarily better. I understand you'd like it to be that way, but it just isn't. While many of us play with fewer characters, you still need to make sure you have at least the basics covered. Which leads me to...
deathknight1728: Im using a human Paladin who wields a Longsword and Shield with plate mail armor and defensive items. He is resistant to weapon damage and has high health. My thief is a badass too. He is elven and wields a scimitar +2 which is lucky. He deals damage on par with my paladin and has 1 thaco better than my pally which is awesome as he is a thief. He also has similar health points to my pally (from items) which is awesome seeing as my pally has a good constitution.
You lack any magic capability, which in this game makes it
extremely difficult. Due to your choice of character classes, you've really made the game a very tough challenge. Hell, even veteran players would have difficulties with only a Paladin and Rogue.
Not to belabor the point, but at a minimum, you should be looking to have a warrior (which you do), some Rogue skills (also covered by your party), spell capacity - both offense and defense (and you have none), and healing (although this last can often be covered by potions).
Any tips on the party weapons? I wanted to give the pally a better weapon like a mace but wasn't sure that would be ideal as swords are usually better in most of these games.
Large swords are in abundance and are a good choice, as the best weapon in the game is a longsword that only a Paladin can use (but you only get it close to the end of the game). Axes are a good choice too, as there are some nice ones as well as a great returning throwing axe. Hammers are another choice that would allow you to use Conlan's Hammer at need for certain tough mobs.
The best piece of advice I can give you though is to at the very least add one more member to your party - a mage. If you can stand to play with 3 characters, and make that third one a spell chucker, I'm pretty sure you'll see such a vast difference in the game that you'll wonder how you got as far as you did without one.
Re your previous comment about at least two members not being able to pull their weight, I have to disagree. The
only class I find I can get by without missing is a Cleric, but even they have some great spells and are far from useless if you take one. As an example, for a bigger party, here are some thoughts on classes:
Bards I find are great secondary mages (and this can be huge boon, as you can load them with defensive spells or single target spells, while filling your mage spell slots with pure AoE offense and disablers - or you can use the Bard to take the spells a specialist mage can't cast - or any number of other useful combinations). They can also use bows or crossbows whiile hanging outside the main battle and pelt the mobs with extra ranged attacks. And at higher levels they get the healing Song of the Sith which will keep your party going without having to rest for a long, long time.
Druids get one of the best spells in the game IMO, which is Spike Growth. Toss that into a brew of Grease and Web, and you can actually just sit back and watch the mobs die. Hmm, maybe that makes the rest of the party superfluous... just kidding. Druids are also great secondary healers and can raise the dead. They also have some decent spells to disable mages. Finally, they can, in a pinch, act as a secondary melee fighter if pressed.
Paladins: no need to elaborate here, as you're playing one.
Rogues: Again, no need to elaborate. They certainly have a place in the party with their trap and lock abilities, as well as a really awesome backstab once they get some levels under their belt. I personally prefer to use a multiclass Rogue/Ftr, so they can act as a more effective secondary melee presence.
Mages: they're powerhouses when they get a few levels and have a selection of spells to cast. Sure, they're weak at first, but it doesn't take long before they hit that level of awesome that makes them indispensable. They can turn a tough battle into a cakewalk with the application of just a couple well chosen spells.
Clerics: again, the only class I can regularly do without, since much of their strength can be covered by the Druid or Bard (healing) or by Druids, Mages, and Bards (some of the spell power). They do have some excellent spells though, can turn undead (and at higher levels can outright destroy them) and even though I can do without them, they're by no means superfluous in any party. They're also great buffers and can be great as a tertiary melee presence or as another ranged attacker.
Keep in mind, as well, that with more party members, you have that many more characters that can toss some ranged attacks before many of the encounter default to melee. And with some AoE spells added in to hinder or outright stop the mobs from getting to you, you can often wipe out most or all of the opposition with ranged attacks and/or spells.
So by insisting on going with only a 2 character party, you're making the game far more difficult than it needs to be. And the lack of a spell chucker is really, really handicapping your game.