I'm thinking about picking up my old ambition of completing an Ironman or semi-Ironman run of Wizardry VII. The thing is, I don't like to overdo it with grinding or use cheesy tactics ('Class change until everyone can Hide, then Hide and abuse clouds' is a bit much for my tastes). My last attempt was the following party:
Human Fighter (planning to switch to Samurai)
Gnome Monk (my little murder machine, best guy in my party)
Faerie Thief (aiming for the Ninja meme, obviously)
Mook Valkyrie
Felpurr Ranger
Elf Bishop (probably should have started as a Mage and changed him to Bishop later, in retrospect)
I had some close calls finishing up Orkogre Castle - those fucking spectral ravens - but in the end my party wiped around the level 9 mark as I was trying to clear Munkharama. Turns out there's quite a difference between basic hobo Munks and elite psionic-using critical-kicking Munks. That was on Normal difficulty, I think.
So after wiping I decided to try and salvage my quest and do a semi-Ironman run; rather than restarting on a party wipe, I'd instead reload from the point where I last opened one of those special chests where you get the map pieces from ('Everyone in your party receives 5000 bonus experience points!', those ones), seeing as how they typically come at the end of a major dungeon/quest line.
I ended up putting the game aside not long after that point, but years later I want to take another crack at it. So I'm asking, first, is a pure Ironman run a reasonable goal without cheesy tactics? I can certainly see some potential roadblocks, like the fights with H'Jenn-ra (the roll for 'Is she alone or is she accompanied by a dozen T'Rang Elders' is obviously primed to be the new Lone Wolf-style 'roll 0 and die' bane of my existence. Fuck that heat-seeking falling mast, seriously), or all those fucking treemen protecting the Ratling village, but overall I seem to remember Wizardry 7 as fairly well balanced so maybe it's not too crazy a challenge?
If so, what difficulty level would you guys recommend? I'm not too sure what changing it specifically effects. And would you make any adjustments to the party? Minor adjustments preferably, not 'Don't accept any roll below 18 and start with 4 Valkyries, class-change them all so they have every school of magic by the end of the game', as that just isn't my style. I've also got a terrible memory for which races can/can't use which decent items, so if I'm particularly gimping myself by not making my Ranger an Elf, for example (I remember some kinda decent Elven Bow?) or anything similar then that'd be something I'd really appreciate knowing.
I do have a Bane run in progress (not Ironman, as I'm particularly unspoilered on Bane). It's only up to the point where I BTFO some Sirens and got my water waders, but my party comp feels a bit better and the import advantages might make the differences in a genuine Ironman run. My Bane composition is broadly similar to the Savant one listed above, with the bonus that my Faerie Thief has already evolved into a Ninja. My double Cane of Corpus dream will not be deferred.
So going back to Wiz 6 and importing is a possibility. But I have a tendency to load Bane up, fight a random encounter or two, then spend hours Googling in frustration about why my
automap mod never saves maps between play sessions, and I end up not playing it for another month. So it'll be a slow ride to the finish line there.
Or, if I decide to not go for a full Ironman attempt, where's a good compromise? The map piece chests was my best idea, but I'd be interested if people have other opinions on reasonable 'Save points'.
On the one hand, the semi-Ironman option does seem like the one that's less likely to push me into a Falling Down style meltdown, but on the other hand Grimoire just came out, so if there was ever a time for impossible feats it's now.