What's the recommended starting point for a newcomer, Wizardry 8? I bought 6-8 recently and spent some time picking through the manual and putting a Wizardry 8 party together for when I'm done with what I'm currently playing. I might make an LP out of it if anybody would be interested in a first-timer's experience.
I assume you're familiar with the RPG genre, so as long as you keep your wits about you when creating an 8-member party in an extensive RPG, you'll be fine with whatever you create. Some notable points: if you don't include a Gadgeteer, you'll miss out on certain content, including the use of the signature Omnigun. The only way to obtain this weapon is by creating a character who starts with it (not 100% sure about not beign able to find an Omnigun later, someone please confirm this?). Monks and Ninjas are especially useful because of their Critical Strike ability (the chance to kill anything, including bosses, in one hit).
If you're interested in some basic min-maxing from the start, I recommend beginning with 5 Ninjas and 1 Gadgeteer. At the second level, switch the Gadgeteer to a Ninja. Level up all of your Ninjas to at least the 3rd or 4th level before changing (multi-leveling) them to the classes you ultimately want. At each level, use as much points as you are allowed on Critical Strike, and distribute the rest as you wish. I recommend using the rest for Stealth. Once you hit at least 20-30 in Critical Strike, you can then establish the desired setup with fighters, casters, healers, ranged attackers, a thief, retaining one Ninja if you so choose (my favorite class btw), etc. This approach ensures your entire party has at least some stealth capabilities and, most importantly, the mentioned critical Strike ability. The thing is, the Critical Strike chance is very low even with high Attribute score, thus, multiplying it by 8 substantially raises the possibility (and don't you wory about casters not using melee weapons or ranged attacks. In this game, running out of mana is your bread and butter. Everyone needs to learn some combat capabilities.)
The initial dungeon will be somewhat harder with the said setup, but it's manageable.
Before creating such a party, it's essential to decide which "normal" class you want each character to eventually adopt. Check that class's requirements here:
https://gamefaqs.gamespot.com/pc/374906-wizardry-8/faqs/41767, and then create a Ninja with the necessary high Attributes accordingly.
You might also want to start with a Monk and either keep them throughout the game or change them into a Psionic later. I found that the Monk was less effective in melee combat than a Ninja, especially since I primarily used them for casting before eventually switching them to a Psionic. However, they technically share the same Stealth, Unarmed Combat, and Critical Strike abilities as a Ninja. Additionally, like many classes, there is some equipment in the game that only Monks or Psionics can use.
Last of all, I recommend using these
essential mods:
Transparent Compass - A cool, little mod that provides a bit more of the viewing screen.
Wiz8 Wide Screen Extender - It's not that you can't play W8 in 1024x768, right :p ? But if you want things to look normal, this one is a must.
Wiz8fast - A very useful tool for speeding up the monster's movement speed during the combat. Later in game, the combat will be a horrible slog without this one.
I would advise caution when installing other mods that extend the itemization and skills. From my experience, FlameFinalMod was pretty good, it changed some items and skills, and added more. But one of these two: DeathStalker, DoddTheSlayer messed with monster numbers and their placements, and frankly, I found the game unplayable after exiting the first dungeon. I don't remember which one did that, unfortunately.