Okay, I got this. I cheated, something I almost never do (I hate even the thought of looking at walk thrus), and I may have been okay with not doing it, but my frustration was getting the best of me. So I went to
this website and got a detailed list of what "free" attribute and skill bonuses were available. I then worked backwards, this time knowing how many "free" points I would get, subtracting that total from my "goals" and set up a point to train to. In other words, if I wanted a 100% 1-hand weapon skill, then I see from that website that I need to train to 59. Do this basic math, working backwards, and then it all suddenly does seem doable.
I think the sharp jump in difficulty, especially to start, left me paranoid over being able to be effective in later Chapters if I didn't have enough attribute and skill levels. But, it's actually all good. I don't really foresee the later chapters being bad as given all this info, I can easily see a character build with a strength of 150 (give or take) and dexterity of 130-150 (goblin berries are a wild card here), a one hand skill of 100% and a bow or crossbow skill of 75-90. I think that's a character that will do okay in the later chapters.
I started over completely AGAIN, but this time it's all going so well I feel silly about my over reaction before. Make no mistake though, NoTR spiked the difficulty, and massively so, it wasn't just a tweak. But it's still fair, and I'm progressing fine (just about to finish Chapter 1 and this time, the third or fourth time was a breeze) and it's all going so smoothly I, again, feel silly about my initial reaction. Sorry for that.
If anyone else has been put off by my previous posts, or just by the initial shock and awe of the new difficulty in NoTR, then I will offer some advice, but remember I'm no expert (obviously), and am just making some simple recommendations in case someone else may have missed them.
1) In addition to and in conjunction with your early decision on which guild to join, you should choose just two or so attributes/skills to focus on early. For example, maybe focus early on strength and 1H weapon/2H weapon early if you're going to focus on a melee character. You simply can NOT be a jack-of-all-trades or balanced character at least not early. Focus on a couple, and stay with them. I chose Dexterity and 1H weapon. I have no plans to add a single point into Strength, Mana, 2 handed weapons, bow, or crossbow until probably Chapter 3. Playing this type of character has the added benefit of being able to take advantage of the stealth opportunities (they all rely on Dexterity for improvement) and these stealth opportunities aren't just about wealth. The amount of XP's you can get from picking pockets is very, very significant (in the thousands. maybe even tens of thousands) and makes a significant difference in the number of levels you will ultimately get. It's almost as if NoTR made using stealth a necessity as opposed to a choice, but not quite there as I'm sure one could succeed and never put a point in sneak, pick pocket, and pick locks. But the number of XP to be gained from picking pockets is huge, and makes a big difference early.
2) Spell scrolls are you friend in NoTR (unless you're a mage I guess, and I'd bet even then they're almost necessary). Gothic 2 drastically changed this dynamic from Gothic 1. In Gothic 1, the only time I used spell scrolls were the few times they were actually necessary (shrink monster to kill the troll, transform into meatbug to enter one area, telekinesis to reach one of the focus stones, etc.) and when you did use them, it was very inefficient. There seemed to be some time period (second or fraction of a second) per mana point used to cast a spell. So, if it took 10 mana, the animation of casting the spell took ten of these "units" and as you can imagine, spells requiring lost of mana took some not insignificant time to cast. In Gothic 2, almost all spell scrolls have been reduced to a cost of 5 mana, and there is no "powering up" time period to cast them. So, with only 25 to 30 mana points, you can rapid fire 5 or 6 spells. For reference, there is a Snorting Dragon Snapper in Chapter 1. a tough beast. I killed it with a mana of only 15. Three fireballs in quick succession had it almost dead, and switch to sword and a couple of hits killed it before it killed me even though it would kill me in just two hits. If I would have had 20 mana, and could have rapid fired 4 fireballs, that's all it would have taken. Ice Bloxk and Ice Wave are your friend. 3 or 4 lighting scrolls can take down tough foes. In short, they seemed to increase the effectiveness of magic to make up for the much more difficult challenges in melee combat (all enemies harder to kill and all weapon requirements increased). I learned that spell scrolls are a great equalizer to the other harsh changes that were made.
3)This one is guild specific I suppose, but I'll list it anyway. In terms of strategy, I've found if playing as a mercenary, the game does get easier once you reach Chapter 2 and 3. I would recommend making Chapter 2 a short chapter that is treated like Chapter 2 was in the original Gothic 2. It's more of a combat avoidance chapter than one with a lot of combat. Just go into the VoM, sneak and bypass all the orcs and tough critters, do the minimum to complete Chapter 2, then return. Upon returning, Chapter 3 starts, and then immediately get to work freeing Bennet from prison, which then gives you Dragon Hunter armor. Then, equipped with this awesome armor, enter Jarkandar and do your thing there (Jarkandar must be completed in order to enter Chapter 4 I believe). Playing this manner makes Jarkandar so much easier than if you do it in Chapter two with maybe medium mercenary armor instead of dragon hunter armor, and that's a BIG difference. Plus, completing Jarkandar will add several levels and make your time in Khorinis in Chapter 3 easier. As an example, early in Chapter 3 the seekers are nearly impossible without using spell scrolls, and there are so many seekers and not so many spell scrolls available. Buy "buffing up" in Jarkandar (it could easily be 10 or more levels), when I returned in that last game I played, I could seekers, dragon snappers, wargs, and orcs without resorting to spell scrolls. Armor makes a huge difference in this game.
Ugh.... yet another wall of text that on one can read. *sigh* I always do this. Sorry.