Imachuemanch: So I made myself some party builds I would like to play. Started the game and went to the character creation skill.
God damn that dice rolling. I've spent 20 minutes on rolling a dice to get a monk. And that was just the first character. So I decided to go with premade characters.
Can you play through this game with the default party? Any practical tips that go beyond the handbook?
* Except for the very few permanent benefits like carry capacity (arguably a bug, anyway; IIRC W7 no longer has this behaviour), the initial stat roll has no bearing once you make your first class change (the stats you get after a class change are fixed, and always are the lowest stats allowed for that class/race combination). Even the guide writers that utterly *demand* you roll an 18 bonus on everyone to start with really only benefit from extra CC, since typically they use class changes :)
About the only way to get an unusable party would be if *everyone* was so weak as to not be able to carry necessary quest items (a few of them are pretty heavy, as in about 50 or so).
* Any skill you have at least 1 point in, and any spell you learn, is yours to keep and continue to invest in regardless of future class changes (keep in mind, however, that no matter how high your weapon skills are, it is still your current class that determines your available equipment options, and that no matter what your scores are in the four casting skills, you can only choose new spells from your current class's naturally available spellbook).
* Once you get to the Mines, a priority should be to find your way to the room that has multiple beneficial fountains. If you want a powerful party, spend several hours training in this area (to trigger encounters without having to venture far, you can simply spin in place) gaining the necessary XP and making desired class changes.
* Once you have access to ready means of grinding and restoration, you really want to keep swapping around your classes once you're level 7-9 or so in your current one, if possible. XP is old school AD&D exponential style, so the amount that would have gained you just one more level in your current class can instead gain you another 7-9 levels in a different one, complete with skill points, spell picks, and most of all spell point increases (and you really really really want massive spell point pools on your casters as a goal - SP regenerates at a painfully slow rate, resting is always risky, the high power spells you'll need to cast late game are very expensive, and in the late game areas you will no longer find the SP restoring fountains, so you'll be on your own to maintain resources!).