Thank you guys for all the help!
I'm gonna try to answer all of you in one post and say some other things I'm figuring:
Haplo Dorarnae Matador Emmanuel2
Thanks for the explanation about multiclassing and how the magic recharging works. I thought that the Brawler would be a good for nothing class, but since you're saying that he will get good gear and be a punching machine later, I'll keep going with it. Since all of you are saying that a healer is necesssary character, I'll try to go with one of them at this point (I wanted 2, but there will be no place for it, since I'll try to get a Valkyrie on my party as well). I'll make an alchemist as well just to merge the items the king gave me. Changing my fighter to a ninja is something that I was planning from the start (in fact I tried to get a ninja at the beginning, but I couldn't and you'll understand why in the final questions).
Even though, after reading Haplo's answer to Matador I'm doubting that changing him into a ninja is the best option here. Maybe I'll get rid of my Samurai and turn the fighter into a Samurai later, opening a spot for another caster on my group.
Also, is good to know in general how the multiclassing works, even though it seems that will take quite some time for me to get around to play with it.
The truth is, you guys opened up my mind so much that I'm almost making two different parties to try and experiment the different things (more healers, shaman, alchemist, devilish werebeast, valkyrie etc).
Finally, I think I'm getting DT2 for Vita then. I don't mind fanservice as long as the gameplay part is good enough to keep me going.
A few other questions I remember:
- At this point, the only way for me to go back to town is by, well, walking out of the dungeon. I imagine that later I'll have better options to do this, right?
- Just for testing, I created a character with a EV alignment to make him a Ninja but I couldn't use him in my party. I imagine that's because the rest of them are good, am I correct? Are there other implications on gameplay from the alignments?
- Is it a good strategy to have 7 or 8 viable characters and keep swapping them from dungeon to dungeon or the best option is to make a 6 strong always there team?
- The thief is absolutely necessary for the party, right? (stealing good items later, opening chests, sensing hidden doors). I look at the party and he looks like he's the most useless of the bunch, but if he'll be very important later, I'll keep going with it.
- I thought that a healer wasn't even necessary in the party since the healing potions are incredibly cheap. So, everytime I'm getting low HP I heal the char with the potion. Since my AC is fairly good at this point (5 for all, the best is -10, right?), I thought I would keep going this way.
And finally, I think I'm understanding the great appeal for the blobbers at this point. I'm very used to action/souls games in which the fight is everything that matter. So, you'll have to learn how to dodge, when to attack, etc. In the blobbers, it seems to me that even though, as I said, at this point everything is just mash X to win, I'll get to stronger enemies and they'll demand something that my popamoles doesnt: preparation. It appears that having a well built party, with characters having useful skills/abilities and complementing each other is much more important than what you do in the fight per se (of course, as I said, that's my vision from a newbie. I imagine that later on not only the preparation will be from the utmost importance but the right decisions when fighting will have a bigger participation in this as well).