I have a huge problem of being afflicted with restart-itis. Started so many times and yet the furthest I got is Spellhold. So I want to get everything right this time around and do my research carefully so I can't convince myself down the line that I've made a mistake and go for yet another restart.
Q1) Which party set-up?
This question has gotten me stuck for the past month or so. I just can't seem to make up my mind on it. All party set-ups will start off as 4-man party to leave space for Imoen and Mr. ToB as they become available to join.
- F/T charname
Melee heavy party utilizing three APR offhands (Scarlet Ninja-To, Belm and Kundane). The issue here is that I'm not a big fan of playing a thief. It's sort of a necessary evil to not having to bring Jan along. Being able to wield SNT is nice but it's still a rather plain and boring class with no spells or special powers or bonuses.
- F/M charname
Balancing some spellpower with melee. The issue with this one is Anomen. He's a rather poorly built F/C dual. He can reach 3.5 APR at most. Even then he depends on buffs to be good and a pure cleric for the most part seems redundant. But not having a cleric seems like a bad idea.
- Barbarian or Cavalier charname
Caster heavy party with not much melee power. I rather like the idea of Barbarian or Cavalier because they both get access to % damage reduction, 25 STR, and some nifty immunities. But the problem is, this party becomes way too reliant on charname and Jaheira for damage without chewing through memorized spells.
Q2) Why NOT Crom Faeyr as main-hand?
I keep reading EVERYWHERE that Crom is an off-hand. Yet from what I can tell, it's one of the harder hitting main hands, dealing 10-16 and 25 STR bonus. For comparison, Angurvadal deals 8-18 but only 22 STR bonus; AotU is 6-13 with a save-allowed vorpal and a nifty regen. Club of Detonation and Stormstar can potentially outdamage but on a 5% chance. FoA +5 hits like a freight train but prevents you from using IH for 9.5-10 APR. Foebane seems to be the only worthy contender because of the drain (which I hear is bugged atm?).
...and all of these are only comparable when fully upgraded in ToB. Up until then, CF outdamages them all, except Club of Detonation when it procs. I mean, I just can't see what folks have against wielding this in their main hand. It's a blunt weapon, which I hear doesn't have enemies resisting it. It gives a valuable 25 STR to classes that can't achieve it naturally a.k.a. every class not named Paladin, Cleric, and Barbarian. Yes it uses up two strength items but unless you like running a full fighter party, that's hardly an issue. There are still enough STR items go around to cover for 3-4 fighters.
So what's the problem with it as a MH?