Newbie here (well, I've had the game for ages but I always end up bodging it at the Ice Caverns with the bloodlusted Daemonic Entities (I enter with a wounded character, which makes them go berserk...)...
Anyway, I've recently reinstalled the game and while I can get to Chapter One (well come on! It's Goblins we're talking about!), I can't seem to get my party optimized to what they do best.
My first questions are; is Dexterity worth it on Front Line Fighters in chunky armour (Half-Full-Plate+)? It doesn't seem to do anything, so is it better just to leave my Front-Liners (usually a bunch of human fighters and a Dwarf, but in my last round I experimented a Paladin (and boy did I wish I hadn't... he didn't have the HP to keep up with the beatings people were dishing/dished out).
My second question is; is it worth going into negative stats?
My final question; is it really worth Multiclassing? When I did it when I first played the game, one of my Fighters ended up multiclassing to a Rogue and could use both a bow and a sword, but he wasn't needed with the archers (Mage, Cleric and my other Rogue), and at the same point in time, he couldn't do anything but play Cannon Fodder in combat due to him only getting 10 Hit Points a turn (instead of the 14 my other Fighter was getting, and the 15 my Shield Dwarf Barbarian was recieving).
My last party;
Human Fighter (Can't remember the stats).
Aasimar Paladin
Moon (?) Elf Abjurer (No Burning Hands...
Aasimar Cleric
Shield Dwarf Barbarian (hehehehe! 17 HP without Toughness!
Human Rogue (10/18/18/8/8/14 (Yes, I knew the stats for this Character. She did all the speaking, since the Paladin was all far too damn righteous for my liking)
What I need are ideas for Stats for this style of party;
Human Fighter
Human Fighter (To Multi-Class if it's any worth. To what I don't know. Probably a Sorcerer, but I've not figured out how they work, since the last time I took one he couldn't cast Spells...)
Human Cleric
Shield Dwarf Barbarian (I love this guy! With dash and the Executioners Wife he's able to tank three or four Orcs before the others have gotten their second!)
Human/Halfling (whichever has the most possible Dexterity if Halfling. I rarely give them more than Leather Armour (usually +1 Leather Armour, but...)
Elf (Look, I see Elves as the traditional Magickally supreme race... I stick to that tradition, unless you want to give me an Elf Barbarian and a Dwarf Mage!) Wizard (well I don't know how to use Sorcerers... look above to see what happened (He wouldn't cast his Spells...)
Anyway, I'll finish this game some time, hopefully starting when I've got decent stats, and when I know which School of Magic allows me to use my favourite spells;
Burning Hands (Transmutation), Magic Missile (Evocation), Shield (Abjuration), and possibly Chromatic Orb (Evocation) (I always found that effective in Baldur's Gate I).
Agannazar's Scorcher (Evocation), Blur (Illusion), Melf's Acid Arrow (Conjuration), Web (Conjuration).
Dire Charm (Enchantment), Dispell Magic (Abjuration), Fireball (Evocation), Flame Arrow (Conjuration), Lightning Bolt (Evocation), Stinking Cloud (Conjuration), Melf's Minute Meteor's (Evocation), Hold Person (Enchantment), Haste (Transmutation).
So basically Enchantment (luxury/very desirable), Evocation (must), Illusion (luxury), Conjuration (must), Transmutation (must), Abjuration (must).
Necromancy has only one good Spell (Horror) that I've liked before, so Necromancy isn't necessary, however, those Schools are (and it's a pity I can't remember all of them in order to choose myself... it's easier asking like a newbie and making myself look stupid than to accidentally choose the wrong School...
Anyway, thanks for your help, if you decide to give it instead of slapping me with a fish,
Darmort