Posted March 19, 2016
I consider a balanced party to be one that contains at least the following:
1 character capable of casting Mage spells (for Enchanted Blade and Missile Shield)
Either:
* 1 character capable of casting Priest spells (for Armorplate, Magic Screen and Heal All)
* Both a Bard and a Gadgeteer (you can get access to those 3 spells this way)
1 character who can cast Identify
1 character who can cast Heal Wounds (because Heal All isn't available for a while)
1 character with the Locks & Traps skill
If you omit one of these characters, the game will be a lot harder than it would be otherwise. Of those roles, Locks & Traps is probably the easiest to do without, especially if you have multiple characters capable of casting Knock Knock. Note that some characters can satisfy multiple roles (Bishop can do everything above except Locks & Traps).
For Wizardry 6 and 7, the requirements are probably similar, except that Identify isn't needed in 6 due to the lack of unidentified items. Note that the Bard/Gadgeteer combo can't replace the Priest here (especially since 6 and 7 don't even *have* Gadgeteers). On the other hand, note that Bards get mage spells in 6 and 7, but not 8.
For Wizardry 1-5 (4 excluded), a balanced party has both Mage and Priest spells available as well as a Thief (with 16+ Agility) and a Bishop (solely for item identification). You also need characters who can wear heavy armor to cover the front line.
Wizardry 4 is completely different, to the point where none of this discussion can be applied.
1 character capable of casting Mage spells (for Enchanted Blade and Missile Shield)
Either:
* 1 character capable of casting Priest spells (for Armorplate, Magic Screen and Heal All)
* Both a Bard and a Gadgeteer (you can get access to those 3 spells this way)
1 character who can cast Identify
1 character who can cast Heal Wounds (because Heal All isn't available for a while)
1 character with the Locks & Traps skill
If you omit one of these characters, the game will be a lot harder than it would be otherwise. Of those roles, Locks & Traps is probably the easiest to do without, especially if you have multiple characters capable of casting Knock Knock. Note that some characters can satisfy multiple roles (Bishop can do everything above except Locks & Traps).
For Wizardry 6 and 7, the requirements are probably similar, except that Identify isn't needed in 6 due to the lack of unidentified items. Note that the Bard/Gadgeteer combo can't replace the Priest here (especially since 6 and 7 don't even *have* Gadgeteers). On the other hand, note that Bards get mage spells in 6 and 7, but not 8.
For Wizardry 1-5 (4 excluded), a balanced party has both Mage and Priest spells available as well as a Thief (with 16+ Agility) and a Bishop (solely for item identification). You also need characters who can wear heavy armor to cover the front line.
Wizardry 4 is completely different, to the point where none of this discussion can be applied.