Does Enlarge Person actually increase Str, to hit bonus, or hp? Or does it just increase reach and movement speed? I used it once, in the playthrough that "climaxed" with my getting owned in the Temple. I used it cause I was a bit low on other spells when I tripped the Moathouse ambush. You are correct that I underuse my spellcasters, and tend to focus too much on the most obvious use of spells. Something you guys are helping me to unlearn with all your feedback. In the interest of sorting "testing" how hard you can push things before they "break" I took that party of five described previously and sent them off to their deaths. I think I tackled the Giant or something crazy . . . just to put things into perspective. I've always been like that, starting, restarting, etc. to gradually build up a better intuitive sense for the game. My newest interest is to try to get to about Level 5 with ONLY a team of 3 PCs, and no recruited NPCs. I figure if a group of 5 PCs + Zaxis (added at the Level 2.25 point) can be at about Level 5 by the time they get to Nulb, then a group of 3 PCs might be able to be at level 6 or 7 when they get to Nulb? The toons I rolled up, using 25pt random roll exploit (all humans): I've tried to integrate more of your suggestions, e.g., trying not to have such low Wis in non cleric toons so as to have better Will saves. 1. Anders Metrick, male fighter, Str 18 Dex 16 Cons 18 Int 14 Wis 15 Cha 11 Feats: Pwr Atk, Cleave, Imp Init Skills: Heal +2; Hide +1; Intim +4; Mv Silent +1; Tumble +2; Use Magic +2 When I rolled this guy I think was planning for him to be a straight fighter all the way, perhpas a Barb at level 4 or 12. But he might be better as a cleric at level 5? In which case, I probably should've put the extra skill points in Concentration in stead of stealthy? 2. Molly Adona Str 18 Dex 18 Cons 14 Int 14 Wis 14 Cha 17 Feats: Dodge, Mobility, Imp Init Skills: Bluff +2; Diplo +2; Gath Info +2; Use Magic +2; Perform +2 Initially intended this toon to do Fighter to level 2, then Bard. Maybe wise to go Fighter to 2 and then Sorceror (in which case those two points spent in Perform are a waste)? 3. Str 16 Dex 18 Cons 16 Int 18 Wis 16 Cha 10 Feats: Spell focus Ench, Gr Spell Focus Ench, Imp Init Skills: Appraise +2; Concentration +2; Hide +2; Mov Sil +2; Spellcraft +2; Tumble +2; Survival +2 Obviously, this guy is going to be the Fighter X / Wizard N character with intent to take advantage of the enchantment school. I did this when I realized, ah you get that extra feat as a fighter, take them in magic boosting feats, and then when you switch to Wizard at level 2 or 3, you get a good boost to Enchants? So what do you guys think? Should I reroll these toons to be slightly different, given a goal to try to get to about level 5 or 6 making zero use of NPCs or additional PCs? When I recuited Otis I realized, Holy crap, some of these NPCs are pretty awesome. While I prefer an all PC squad, I thought I could get the 'best of both worlds' by using a small group of PCs (to level up faster) and then recruit more powerful NPCs a bit down the line. XP is fixed according to quest and monster's killed right? So a team of 3 who do the same quests and kill the same monsters will level up faster than a group of 5? Seems like Zaxis is the only NPC that is pretty much a "take when available" NPC for pre-Level 5 or 6. I found him to be quite useful, but really sort of overkill. I would assume that with enough traveling around one is pretty likely to encounter him, and I guess he would be the one NPC I'd consider adding prior to Nulb, as I expect after you encounter him once he may not appear again? Assuming that adding Zaxis was a plan then making the high Cha "Molly" toon oriented to become a sorcerer at level 3 (and redoing the skill points and feats accordingly) might be wise?