You CAN save outside. 50XP are a tiny amount and it won't gimp you. Though I still never did because I wanted level eight characters in RoA 2!
All right, let's see. First off: This game has NO handholding AT ALL. Prepare accordingly. [-> notebook]. Also, I know everything about the trilogy because I have played those games about eight times, so if you ever get stuck, just ask.
Right, that said, here's a collection of hints, which I am compiling randomly from memory in no particular order.
* Increase the spells "Banish Ghosts", "Conjure Ghosts", "Transversalis", "Motoricus", "Foramen" the melting spell, all spells of the Abjuration school for the next games. Also, the spell to talk to the dead from communications, though it's useless in RoA 1. Furthermore, the only good attack spells are Fulminuctus and Ignifaxius; raise those high, but be aware that mages are NOT there to unleash death in combat.
* Other spells that are useful in combat: Either Horriphobus or Great Greed, one of either Paralysis or Salander Mutander, and a disabling spell, like Somnigravis or Lightning (Flash?).
* The best class in combat is the warrior. Second to him is the dwarf. The latter can also lock-pick which can allow you to skip a rogue-ish party member because you don't need many thief-skills.
* On your first play-through, your party ought to have a warrior, a dwarf, an elf (or two), and a wizard at the very least. Dwarves and elves get some special options and stuff throughout the whole series. Well, RoA 2 and 3. (If you're curious, my party was the one that is most useless, on purpose. More fun with a true challenge: Jester, Thorwalian, Hunter, Druid, Witch, Wizard. Completely useless, but it works.)
* Everyone needs a blanket, a waterskin, and a few rations
* Cutlery and dishes and the like are optional, as are sleeping bags, but they WILL increase the quality of rest as well as lower the chance of getting some sicknesses. I would skip them because they weight a lot, though.
* Don't give any character positive stats that are less than 13. Yes, they should all be 13. Negative stats don't matter (much), except for superstition which would be kept as low as possible. My latest party had all 13s and the negative ones all fours and fives, except for superstition, which was 3.
* Raise strength of all characters at least once or twice. It gets infuriating to have to put up with low carrying capacity. You can skip this, but I wouldn't. You'll find belts of strength in RoA 2 and 3. MANY of them. [Increase strength by five]
* Warriors increase strength, dexterity and agility, Wizards intelligence AND dexterity. Manual skill is VERY important.
* The skill "tactics" gives combat bonuses
* Don't raise spells past, say, five. Work on other spells instead.
* All party members need the intuition skills, the treat wounds skill, swimming, climbing, stealth, and carousing if you really want to. (The last is very much optional).
* One member needs the nature skills
* Another one should focus on alchemy and herb lore
* ALWAYS bring two weapons to combat, in case one breaks. You will find some unbreakable weapons in game later. [An axe, a short sword, a two-handed sword, and that's it in RoA 1. Oh, bastard sword too.]
* Even the cheapest poison is VERY potent. Fighters can not use poison
* Self control is important for everyone. It lessens the damage you take somewhat
* The wizard's staff-magic will make torches and ropes (almost) obsolete
* Advance slowly
* Make notes
* Magic items are RARE
* When increasing weapon skills, ALWAYS take attack
* Skills ONE or two guy should know: cure disease, open locks, pickpocket, haggle, alchemy, old languages, reading, magic lore, track, survival.
* Everyone should get HIGH climbing skills. You can DIE permanently for failing climbing checks, and there is a free stat point in it for you if every party member can climb well
* Climbing equipment (ropes, hooks, etc.) make climbing checks easier
* Fishing hooks and nets make hunting easier, so keep one each on your nature guy
* Same goes for swimming, but you will need it more in RoA 2. And 3. So start working on it now. You should not feel safe with climbing/swimming < 8.
* One member should have a high ranged combat skill
* If you have a witch or elf, increases their harmless and/or invisibility spells. You will need that in RoA2.
Gimped archetypes:
Jester:
Sucks. Low skills that matter, completely useless.
Hunter:
Like an elf, but worse in close combat and has no magic.
Witch/Druid:
Restricted mages that generally suck.
Thorwalian:
Like a dwarf without lockpicking.
[Yep, I made a party of them. Level nine now, working through RoA 2. Not easy, but rewarding.]