In what may be an ill-advised step I'm starting in on Avernum: Escape from the Pit on a first playthrough on Torment difficulty using the remix from the first post of this thread -- I've played a lot of other RPGs of this general stripe (Ultimas, fallouts, etc.) and if I don't go hardest difficulty these games tend to lose my interest, but I wanted a little more complexity to my party than the original game seemed to have (it made me sad that my polearm fighter was going to be less effective in the base game version).
I've read the various posted guides etc. but since this is going to be my first playthrough I thought I'd ask and make sure my character plans were at least along the right lines -- apologies if this isn't the right thread for that, but the remix changes enough things that other advice probably won't be applicable. Is this basic party layout a good idea?
1) A tanky polearm fighter dividing stat points between Str and End. Go polearms -> hardiness --> parry.
2) A dual-wielding backup fighter, 2 for 1 str/end.. melee weapons --> hardiness --> blademaster -> quick action
3) A mage, 2 for 1 int/end, starting with 2 in tool use
4) a priest, 2 for 1 int/end, starting w/ 3 in tool use.
I guess what I'm wondering is if the remix changes the various long-term party building things. Is it still a good idea to go the Sage Lore route or do more things need base Arcane Lore? Is Adrenaline Rush still worth having your casters train some weapon skills (and is itworth training bow/thrown weapons on your casters if you don't plan to give them any Dex boosts? Or should I add to their Dex instead of some of that End?)
Anyway, just looking for general character-building advice for Slartibus's remix. Thanks!