Coelocanth: Scyld, looks like you've got a good handle on things with that group. Your strategies seem sound enough to me. Don't worry about the dearth of spells. You'll soon be finding lots of good ones your Gnome can use.
Awesome, good to know. I also need to keep remembering to save before I attempt to memorize spells; considering that mage spell scrolls aren't
that common and can be quite expensive, it seems silly and stupid that there is a chance for spell memorization to fail.
scyld: I'm not at home right now, so I'll update this post with more info once I get home. I know that a lot of what I'm saying makes sense only after I post the stats.
kmonster: Still waiting for this ...
Yeah, my bad. I'll do this tonight.
kmonster: IWD was created and balanced for playing a party of 6. A party of 4 is harder at the beginning. 2 additional warriors specialized in bows would add 5 extra attacks per round for 5-10 damage each with normal composite bows and ammo which would easily double your party's damage output early in the game.
If you think the game is too hard to be fun you can set the difficulty to easy. Enemies will do less damage and you'll get 50 percent extra XP.
The game isn't really impossibly hard, it's just that I can never get a large encounters down on the first attempt, and generally I need to rest in between medium-sized encounters (i.e. I play the "save-reload until monsters don't disturb your rest" game).
I had read somewhere that a 4-man party can do well, and I like how I can micromanage each character with such a small party. but I suppose that going in with a party less than 6 (or maybe less than 5) is better left to more experienced players.
I'm still going to stick with my party size, however.
I consider thief/illusionist superior to thief/mage. The extra spell per level and day does make a difference, the forbidden spells won't unless you want to set lots of traps with the skull trap spell or cast protection from evil for extra AC.
Ah ok, cool. I didn't realize that more spells per day and level is one perk of specialization.
One parting question: what do you all think about multi-classing clerics with a fighter or ranger, given that clerics already have martial skills? Again, I multi-classed my cleric with a ranger.
Thanks all. I'll post my party's stats later today.
Krypsyn: If you want to make the cleric a little more 'useful', you could always multi-class him to cl/ma. Two mages and a druid will put some sever hurting on enemies (thinking entangle/web and AoE DoTs).
Yes, do eet. You'll have plenty of heals still, but your pain output will go up significantly :v