isis12: Great, it sounds as if it's at least worth a try to go ironman and I can always soften the rules if it doesn't work.
I'd prefer to mark both of your answers as the solution but since that's impossible I'll go with the first one and +1 the rest. Thank you guys both, you help is very much appreciated!
Hopefully I can get this thing started over the weekend, really looking forward to it.
Coelocanth: Keep us updated. I'm interested to hear how it goes. :)
I've just completed Chapter 2 on my permadeath run and here's some feedback: Let's say it's a mixed bag.
My party at the start was:
Human Paladin
Human Ranger 3 -> Cleric
Human Fighter 6 -> Druid
Halfling Fighter/Thief
Gnome Fighter/Illusionist
Half-Elf Bard
I rolled pretty good stats for all of them and the Prologue and Chapter 1 were both very easy. The only somewhat close to death situation I had was in one of the Vale of Shadow dungeons when my already bruised Thief triggered a trap while stealthing ahead and went down to a couple of hp. I have since become more careful and hadn't had any other problems with traps. In fact, the whole super careful inching ahead approach made Chapter 1 so trivial that it was somewhat detrimental to the actual gameplay. Combat is usually best when you fight larger groups and you have to make use of buffs, spells, positioning and so on but my permadeath caution almost inevitably means exploiting the AI by pulling single monsters to my group waiting to simply shoot them. Still fun due to the higher stakes, but the constant tension combined with rinse and repeat fights is pretty exhausting.
So by the time I played the first floor of Dragon's Eye I started to become a little bit bored and cocky. The Trolls had high AC and went down easy, Lizard melee guys were weak and the Shamans only used Dispel on my unbuffed party. Alas, when I decided to just rush that weak Lizard King those Shamans suddenly pulled "Hold Person" and "Silence" out of their Lizard bums. Trying to protect my helplessly held Cleric, my stupid Paladin got caught in the Web my own Mage had cast before becoming silent and useless. Well, the Paladin made a sacrifice befitting his character class I guess and at least the other 5 survived. It did sting though when I picked up his belongings and realized that he had worn that Frostmaiden Mantle with 3 charges of "Free Action"...Oh well, my Bard has 18 Charisma so the Paladin was kinda superflous anyway and I replaced him with a pure Gnome Fighter who, by the end of Chapter 2, is really not missing the 35000XP gap he has to the rest of the party.
The other 4 floors all went well and the encounter design was significanty improved over Chapter 1. Plenty of encounters where engaging one monster triggers all in that room and the difficulty was almost perfect. Also, on those floors the extra threat of permadeath started to add something to the game and made me much more willing to spend ressources like potions and wands that I usually just collect and never use. No character ever came really close to death, but I had a couple of situations where I had the game paused for quite some time to figure out how to minimize the risk to my party instead of just going the trial and error and reload route.
And then came Yxunomei. I had wonderfully scouted ahead and disarmed all traps in that room. Pulled his goons and priests towards my party and each other with a bunch of summoned beetles before the fight even began. Opened with 2 overlaying Webs that caught them all and when Yxunomei came forward and started casting I had my Bard and Mage interrupt with Magic Missiles. Well, according to the log Yxonomei seems to be immune to Magic Missile and was thus able to cast. And cast she did. Cloudkill. And my Mage went from full health to 0. The log simply said: "Death". Not even a saving throw was displayed. According to the manual my Level 6 Fighter/Illusionist had a -4 save vs. poison that she apparently failed. Meh. Gotta say, that one felt very cheap. Without meta knowledge I don't think I could've known about the magic immunity + Level 5 insta kill spell. The other death was totally fine and my own fault, but this one seems to point to a design that assumes the player will make use of reloads. A reasonable assumption of course but not good design for permadeath.
I'm not sure now how I will proceed with this. The mage itself wasn't all that great and if I go Fighter -> Mage with a very early switch the XP should not be a problem. Spell availability is another matter though. Do you find many copies of the same spell or are some of the spells like "Haste" gone for good now?
What about that Yxonomei encounter: Was it as cheap as it feels to me or was it more stupid than I realize to even have my Mage within range of any possible spell? I mean, I never expected a 1 hit death spell to be even possible at that stage but maybe that was foolish.
Do you think it's generally possible to have your whole party survive on the first try just by being cautious or do you think the encounters, boss fights in particular, are clearly designed with reloads and/or meta knowledge in mind?