Okay, so I missed Exile but caught Avernum, and this is my first foray into the reboot, which I'd missed until now. Some great dialog and story! But as expected a fair bit of tedium running down side quests, but I wouldn't have it any other way! I didn't go right to the cockroaches after slimes, and so got redirected by death back to the cockroaches, lol! Going off the story path is not very forgiving... But I think I'm going okay, this isn't a roguelike so no permadeath, and I'm enjoying the exploration and strategic challenges and puzzle-solving (though I have no idea with the Cockroaches how I figured out what buttons to press... but hey, only 4 buttons, I got the time to do trial and error on that without punishment, so I guess I finally guessed correctly, what was the clue?)
But now I'm pushing level 20 and I'm wondering if I did builds right before I try to get the rest of the way through...
All human, sword&board, halberd, bow, and caster. Nothing but strength into the melee, dex to the bow, and int to the caster. Caster ignores all other skills, the other three cover tool use, nature, and a bit of first aid. Also gave a point of priest spells to the non-casters, and a point of arcane, then trained another 2 points in arcane as much as I could afford. Caster is now 12/12 Mage/Priest, have been building Spellcraft and Resistance for a while, up to 8 or 9 each now.
Playing on normal, do I ever need to put stat points into Endurance?
And I'm thinking of having a noncaster or two pick up a sideline in casting, a buffer. First frontliner, sword and board, take Mage to Haste, halberd take Priest. I shouldn't need to put any points into Intelligence. But can I afford to hold back points from melee skills in order to achieve some good utility for my melee guys? I'm loving stacking gymnastics with sniper for the bow, so that one I'll keep focusing my development there.