Jirodyne wrote:Plan it however you want, but for me during my Hard, Ironman, single used crystal run, I ran this, going to top left to right then bottom left to right:
Lizard - Knight - Endure Elements, Poison Immune
Minotaur - Barbarian - Headhunter, Rage
Lizard - Alchemist - Endure Elements, Poison Immune
Lizard - Alchemist - Endure Elements, Poison Immune
But that's just me going to completely exploit the game system to make it easy a heck, but very very long and very careful. Especially since I know where most of the weapons I will be using are, along with the Crystal and Meteor Armor
My hard ironman single-crystal run has a party somewhat similar to this:
Human Knight. Skilled, Martial Training
Minotaur Barbarian. Headhunter, Martial Training
Human Alchemist. Skilled, Fast Learner
Human Battlemage. Skilled, Fast Learner
On hard/ironman/singlecrystal the herb surplus the alchemist gives you is required, imo; you'll need everyone to have a ton of potions for when you make a mistake and get backed into a corner by something, or otherwise trapped by monsters. Remember that every error is potentially costing you several hours of play so you'll want to be prepared for the stupidest things that you could do. Martial training for the two frontliners so they hit things (and so I am less dependent on dexterity and accuracy). I think level is probably the most important factor determining party strength so I have a lot of humans, and the backliners both have fast learner so they level even more quickly. Skilled is also amazing; it's almost a free level. (I feel that the minotaur hits things too hard to not have, and being a barbarian gives him the hitpoints to survive toe to toe most of the time.)
Both frontliners took armors and heavy weapons early and got armors to 4 ASAP. Heavy armor is basically a necessity for frontliners. I played a game where the battlemage was up front and I did a lot of reloading. Acceptable if you can save an unlimited number of times, not so much when you are limited to a handful of saves during your game. And all the best weapons, as has been pointed out repeatedly, are heavy weapons. (The knight dropped his bonus skillpoint into light weapons for a little help during the first 5 or so levels; it's nice to be able to wield swords and rapiers early. I could see that bonus point in accuracy though if you don't mind a little extra difficulty in the initial hours of play.)
I think the battlemage slot is the only optional one here, since the alchemist could be the fire/air magic guy if you wanted them to. A rogue would be acceptable in that slot, specialized however you want (dual-wielding light weapons, missile, throwing, etc.) You could also make the battlemage a wizard if you wanted to live dangerously, but I think the extra hit points the battlemage gets are more helpful than the extra energy the wizard gets. The battlemage also has the nice bonuses for the staff/orb in hand as well as the discount to armor weight.
I think there are arguments for making the two frontliners both knights or both barbarians, depending on your tastes, but I like one of each. I don't know about the fighter; the energy assistance on the special attacks seems like it might be good end-game (especially after you get Bane) but he lacks the armor/evasion bonuses of the knight and the raw hp/str of the barbarian.