I don't feel offended in any way, Yoga.
It's just hard to give advice if I don't know what you want so I asked some questions. So I've come to the following conclusion now (correct me if I'm wrong):
You don't mind what your party consists of as long you can get through the game with it well and you don't want to spend days rolling your party.
Yoga the action-hero "who grab his AK-47, loaded it and jumping on the streets against the enemies" shouldn't be told spending days rolling characters until he gets a +18 bonus for all of them, the world needs him in action sooner. You don't need such powerful characters at the start, the same power can be achieved by fighting a few extra fights later which is more heroic.
Here are the instructions:
Dracon Ninja: Roll until you get 15+ and select Ninja. If you get more points raise strength and vitality. Put all skill points into alchemy.
Rawulf Priest: Roll until you get 14+ and select Priest. Raise strength and vitality to 16, spend leftover points for dex and spd. Put all skill points into theology. Pick Heal Wounds as one starting spell.
Felpurr Bard: Roll until you get 14+ and select Bard. Raise vitality to 16 and put all other points into strength. Put all skill points into thaumaturgy.
Dwarf Fighter: Choose female. Roll until you get 16+ and select Fighter. Stats 16-6-10-16-9-10-8, leftover points into strength.
If you're impatient you can use a roll of 14-15, in this case choose 18 str and lower vit. Put all skill points into scouting.
Fairy Monk: Roll until you get 17+ and select monk. Put all points into vitality. All skill points into theosophy.
Fairy Mage: Roll until you get 14+ and select mage. Raise vitality to 18, leftover points into strength. All skill points into thaumaturgy. Pick energy blast as one of the starting spells.
This will still take some time but be much faster than going 18+ for all your characters. Once all 6 characters are created you can still decide if you want to spend some extra time rolling to replace them with better ones.
Backup your game folder before starting the game in case you want to restart with some changes.
Be aware that in the old times users were expected to read the thick manuals, make their plans according to the information and spend a long time rolling their characters. Quite often they'd realize after playing for some time that they made a mistake at party creation and restart.
Nowadays there are so many games on the market that players switch to another if they'd have to spend more than 5 minutes preparing.
In Wizardry 6 it's better to spend a little more time rolling your characters than losing time later shuffling inventory because of carrying capacity problems, waiting for spell points to regenerate or save/reload spamming battles because the low HP characters can't even survive a single spell cast at them and other combat problems.
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