Just started playing this for the first time since the original version was released. I didn't make it very far in my first playthrough, but I intend to finish it this time.
I'm going with a figher and a Geo/Pyro mage. Is it possible to be good at archery on the side or would that be spreading skills too thin? I should just go for max ST and INT on the fighter and mage respectively right?
Also, do most people use the AI option for the second character's dialogue, or is it better to manually handle dialogue for both characters?
Guides will tell you to manually handle dialog for both charathers (for min-maxing personality traits) but I didn't do it and the bonus are super small anyway.
Almost every guide will tell you to multiclass like crazy, and this is fine ~ Spreading thin won't penalize you too far, because for in my opinion, the Novice skills are the most versatile throughout the entire game with the only other "essential" being Adept Water and Adept Witchcraft (and any summoning spell, they're all broken)
Getting a huge amount of Novice skills across different categories costs fewer points than getting Adept Master in just a few categories - but I had enough to get 2 Master skills, and I think 3 other things up to Adept level and I finished the underleveled.
The other thing about "multi-classing" is Raw attribute points - Generally you want 8, 10, 12 to cast Novice/Adept/Master spells without penalty, and 15 for weapon equipment (bow/sword)
These are a LOT more limiting than skill points, but you can reach attributes to cast spells or equip things too hard for your charather with Amulets / Belts / Rings.
The consensus on these is that as far as INT go, there is little reason to go past 12 INT even on mages (I personally disagree, but it works for the community),
Strength is 15 for melee attackers, with 8 or 10 being really nice on mages (because they can use Man at Arms novice spells as utily AND self buff of Rage applies to magic damage despite the wording)
DEX is just 8 if you want someone like a main charather to cheese trap BS with walk on air and invisibility, 12 if you want to fight with daggers, and 15 if you want to fight with bows.
For my personal playthrough I did what you first planned (MAX STR fighter, MAX INT MAGE) - This actually works really well - Having points over the requirements adds 5% status inflict per chance, and the way resistances work is "mostly" in 15% increments (per point of Bodybuilding/Willpower)….. so instead of taking the base 100% inflict and subtracing 45% on a lategame enemy (such as the final boss) you can drill through their resistance and chain CC them even with your Battering Ram and Crushing Fist from the Novice level...
The reason that the larger community don't see much value in this is that this game has spell called "Drain willpower" which is essentially Greater Malison from Baldur's Gate 2 that lets you lower enemy Willpower and set them up to be chain CC by just draining their resistance to 0. //// I think it's worth noting that their is no Drain Bodybuilding, and that fewer boss enemies have Hard-coded immunities to bodybuilding status effects like Knockdown and Blind than immunities to willpower status effects, so I really liked my High STR Figther even though all the guides said he was overkill ---