Jonesy89: completely reasonable expectation that it would actually be an RPG that can be won without resorting to metagaming and min/maxing. Instead, you got a wargame that demands that you abuse the system by focusing solely on min/maxing and other things that most DMs turn their nose up at. If there is any blame to assign, it goes to the producers of the game.
PetrusOctavianus: Nonsense. The game does by no means require meta gaming or min/maxing. I have completed it several times, including one solo playthrough. I never min/max, I don't metagame and I don't spam spells in every encounter followed by resting, but instead only allow my party to rest once a day.
It does however help to have some
patience, both to learn the system and to plan your actions.
The game is rather poorly balanced, though, so some areas are harder than others and can be a bit frustrating.
I created a full team comprised of a Paladin, Dwarf Fighter, an Elf Fighter/Thief, a Human Mage, a Gnome Illusionist/Cleric, and a Bard, which seemed to be a fairly balanced party (which I have confirmed by rereading the AD&D 2E system); I initially tried to not min/max, but after getting my ass handed to me reliably before getting to the first room of the cave, I decided otherwise and recreated them with the most obscenely min/maxed stats (the Paladin and Fighters had as close to 18/00 as they could get). Off the bat the party should have been able to lay waste to any balanced campaign.
We went into the cave and still got destroyed, even with using the most defensive tactics possible. The only way we were able to survive was to send the thief ahead (which is fine) and have them squeeze between two monsters so tightly that I'm pretty sure the only reason they didn't raise an alarm was because they were getting distracted by the free lapdance they were inadvertently getting (which was legal according to the rules but had absolutely no business working and that no DM would allow the players to rely on) to map the area out, then having one person draw each monster into an ambush (which was a sound strategy), relying on the AI for other monsters in the room to stop pursuing us once they couldn't see us and the pursuing monster refusing to call for backup (again, legal by the rules, but completely nonsensical and the sort of thing any self respecting DM would not allow).
The final room was especially embarrassing in that regard; we could either go on an offensive and charge in (which got us killed), enter the room and play defense at the cave mouth (slightly less suicidal), or have the party in the previous room while one of them went into the next room hooting and smacking their bum to draw monsters in by ones and twos, while their barely out of sight comrades decided to not provide aid despite the fact that they could obviously see something had the orcs excited. When we finally moved in and saw that the Ogre hadn't budge an inch despite the orcs surrounding him running after us and promptly dying in an ambush in the corridor, I almost felt bad about killing it because it felt like picking on a mentally challenged person.
There you go. My first large scale battle, wherein even with the most min/maxed party had trouble and resorted to abusing a hole in the AI to win (a tactic that I notice is often brought up with regards to the final fight in BG, so it's not like this is something new). This proceeded to repeat itself for virtually every fight in the entire game. When the only sane option in that kind of scenario is to abuse a computer's rigid interpretation of the loose AD&D 2E ruleset and the resulting moon logic that such interpretations produce, then I think it is fairly self evident that IWD is a game that all but requires munchkinizing.
tl;dr: Now this is a story all about how my game got flip turned upside down, and I'd like to take a minute, just sit down, Blaine, and I'll tell you all about how IWD makes you metagame. In the character creation screen born and raised, rolling ability scores is where my chars spent most of the pre-game day, made a six-pack of balanced guys who were up do good, and start making trouble in the villains' neighborhood. I got in one little fight outside a cave and my guys got axed, so I said "you're going back to char creation to get yourselves min/maxed." I wound up at the start again, and things were very clear, like I couldn't expect non-twinks to become more than a bloody stain here. If anything I could say that this development was pretty lame, but I thought "nah, forget it, I'll play the game." I fought all the way up to the cave my guys (six because I couldn't have eight), and I said to the Ogre, "yo ho, smell you later", looked at the arena, I was finally there, to game the AI by drawing them individually away from their allies who just didn't care.