I'm going to dump several pieces of advice, which might help you get your head round the tactics of the IE games. I'll try and keep individual points fairly separate, so you can mix and match strategies that work best for you:
Probably the biggest thing I learned that helped me "get" the infinity engine games was that buffs and debuffs are vitally important in the early levels. It's really tempting to choose the offensive spells (magic missile, burning hands etc) as starting spells for your mage, but these are red herrings. Magic Missile in particular is only really useful at higher levels, and then more as a way to interrupt enemy spellcasters than as a way of dealing damage.
You're better off choosing spells that either debuff a large amount of enemies (particularly in IWD which can have some pretty large battles) or give a decent buff to your entire party. As you've probably noticed, the best way to survive is to not get hit, and you will find that taking the time to cast bless on your party before battle will really help avoid that. Likewise, a lot of early game enemies are very vulnerable to sleep, which can make battles a real cakewalk if you get lucky - although it tends to work best if you can funnel a large group into a small area - as most enemies will fall asleep and you can eliminate them at leisure. Later on you start encountering larger groups of spellcasters, so spells like Silence 10' radius are useful to pick up along the way.
To that end, it's worth knowing what you're going into so you can apply these spells before battle. It's worth having a thief (or a ranger, I guess) who is good at sneaking, to quickly scout the room ahead. If you feel particularly brave, give your thief a melee weapon, have her scout ahead, and then start the battle by taking out their best spellcaster with a backstab! The risk is that the thief will then pull all the aggro, but you can either heavily buff them (thief/mage can be a good option, with some armour and mirror image spells) or take some potions of invisibility. A safer option is to bring the thief back and start the battle with a "tank" character (warrior with shield, or I like to use a priest, normally). You can split the difference if you don't mind micromanaging a bit, and have the thief stay hidden while the tank starts combat, and then join in with a quick backstab to a spellcaster - but often spellcasters will very quickly get defenses like stoneskin or mirror image up that will make you less likely to get an instant kill.
So yeah, the basic thing is - use buffs and debuffs to try and tip the dice rolls in your favour, make sure you know what is ahead before you start fighting, and try and plan your attack in a way that will either draw aggro to characters who can take it, or very quickly eliminate the highest threat enemies (usually mages, although priests can be annoying too) - or ideally a mixture of both.
Another thing to bear in mind is that although it is less fun, ranged weaponry is really overpowered in IF engine games (again, a little less in IWD because mobs tend to have more archers of their own). Keeping your mages and thieves at range can keep them out of harms way, with your hardier characters blocking access to them. It's also worth noting that warrior classes can use composite longbows, whic IIRC have a 1d10 damage roll. If you let enemies come to you, you can have your front line pick off a few weaker enemies before switching to melee and getting stuck in. Ranged can also be key to preventing spellcasters from casting in areas where it's hard to manouvre. If you can funnel enemies into a good chokepoint, you can really limit the potential they have to damage you, as well.
Which leads to my final point - pause often, and get used to micro-managing your party. You should only be doing "select all - attack one guy" towards the end of the battle to mop up weaker enemies. Until then, you need to be maximising how you use the individual strengths of your characters. The most obvious way this works is trying to use the environment and your heavy characters to try and block access to your squishier characters. Another is to realise the damage potential of your thief - I believe it is possible for them to hide in shadows if they break line of sight, even if the rest of your party is engaging the enemy, so it can be very effective to have a thief (particularly a hasted thief) darting in and out of battle to get backstabs on high value targets - or just keep yourself massively stocked up on invisibility potions if you don't mind spending the gold.
In summary:
- Micromanage. Every couple of rounds you should make sure that you are in the best position to deal damage, while minimising damage to your party
- Unleash the awesome power of ranged weaponry
- Use stealth characters to scout the encounters ahead
- Use buffs on your party before entering battle - a +1 to saving throws from the "luck" spell can make all the difference
- Likewise, use debuffs on enemies over pure damage spells early on. There are a lot of spells that can either take enemies out of the fight entirely (sleep, fear, hold person), or make them far less effective (malaison, doom, that spell that has the same icon as luck but red)
- Try and draw aggro to characters that can take more than a couple of hits
- Prioritise targets, and work out what the most effective way to take them out quickly is going to be for your playstyle and what you are comfortable doing.
- If all else fails, you can always spend an hour or so making sure you're rolling in the high 90s at character creation, and min/max stats (in IWD, min/maxing is probably the way to go anyway). Tanks and warriors still want Dexterity for the AC bonus, and thieves benefit from strength for backstab damage.
Sorry for such a long post, I hope that none of that was too obvious - or if it was a garbled mess, feel free to ask me to make it a bit clearer!
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