RChu1982: The point I was trying to make is that most RPGs I have played, like Super Mario RPG, Chrono Trigger, Shining Force 2, Morrowind, seem to have more stability in the enemies that you fight, it's not so random. It's more like Final Fantasy 1, where your game can be very easy or very hard (though with FF1, I would grind my characters to level 50).
Thing is, I don't like the "stability" you mention, as it usually means there isn't enough enemy variety, and it sometimes degrades to the point where every encounter is handled the same way, and there's no notion of planning for contingencies, or having some encounters that might be better to run away from.
In particular, high enemy variety makes enemy encounters more interesting and fun. This is especially true if you have a high-attrition game design, where you need to decide whether it's worth blasting enemies with spells; if the enemies you're fighting aren't threats, you might want to save your magic for a more troublesome encounter.
Lack of enemy variety, if taken to an extreme, can lead to things becoming boring. Final Fantasy 6 has one particular dungeon that has a few small floors followed by a big floor. On that big floor, there are only 2 enemy types, both of which are undead. (I think all the random enemies in the dungeon are undead, but there's different enemies on earlier floors.) The result is that this floor becomes boring and repetitive after a while, well before you're done with it.
Final Fantasy 3 is an example of a game that suffers significantly from this issue; there's such little enemy variety that you don't have any specific enemies being memorable enough. (Well, except for those Kum Kums, but even those became uninteresting in the 3D remake when they reduced the chance of status ailment spells working to near 0.) Or you have situations like an early dungeon where every enemy is undead for a dungeon, and after that none are. Or the splitting enemies; in dungeons with them, nearly every enemy splits, but then the mechanic disappears completely.
By the way, the PSX port of FF1 had an easy mode added that raised the level cap and gave casters far more MP. I did once level up a monk to level 99 in that version; the result was 6000+ damage to normal enemies, 6000+ damage to endgame bosses (including the final boss, who has "only" 4000 HP), and 3980 (exact) to flans. With Haste + 26 Giant's Glove uses, that monk could do 50,976 damage (exact) to a Frost Wolf (0 defense, doesn't run away), which gave me some insights into the damage formula for that version of the game.
RChu1982: whether you get diseased or drained (seriously, what were they thinking, causing those debuffs so early on, when you likely can't cure either?)
I think the davelopers balanced the game with the idea that you'd leave the Monastery at level 5, since that's before the disease-causing enemies show up, but is also the point where Arnika won't spawn high level enemies (20+) for you to fight.
RChu1982: This is why the majority of players (myself included), refuse to play on Ironman (what if you have a power outage, I believe the game only saves when you exit).
Actually, I believe that Wizardry 8 on Ironman will periodically auto-save, so in case of a power outage or a crash (as long as it doesn't happen mid-save) won't result in much lost progress.
Also, the game doesn't auto-save during battle, so if a battle is going badly, you can still quit at that point.
With that said, I don't really like the Ironman style of gameplay, so I don't expect to ever turn it on, except possibly for some test.