Archived from groups: alt.games.baldurs-gate (
More info?)
Samy Merchi wrote:
> Ulrich Wurst <wurst@postamt.cc> wrote in news:cdsubf$o4n$03$1@news.t-
>
>>Bob schrieb:
>
>
>>>This game seems to be geared toward smaller groups.
>>
>>I second this. I recently finished the game with a group of four and
>>found it much easier than the first time I played it with a complete
>>group of six people.
>
>
> I should note, though, that it's anything but unplayable or too hard with a
> full six person group, though. I more or less breezed through with my six
> person party, so it's not like you have to stress either way. Go with which
> you prefer, really.
>
Thanks for all the advice guys!
I started to play with the Winter Rose group and Westley's Undead
Targus mod installed. The Winter Rose gang includes a monk, bard,
druid and only one front line tank. The Paladin and Druid may have
enough combined healing power, but in battle both would be too busy
holding the front lines.
I hoped that Undead Targus would give me an early warning before I got
too far into the game. I think it was a wise move, because the Winter
Rose gang is seriously underpowered. They had trouble with normal
skeletons, let alone the other nasties.
As cool as they were, I dumped them for a group of five more
traditional characters - Paladin, Ranger, Cleric, Rogue, Wizard. I'm
still in at the docks, so I'm still able to fill the last spot. I've
found that my style of play tends to rely on brute force rather than
spell-craft, so might make it a third fighter-type. On the other hand,
I may not, since my group already includes three special races and I
could use the experience boost.
Enkidu