Pyros
<Silver Donator>
The wikis, especially the oldDivinity: Original Sin -DivinityWiki - Wikiaone which has the most info and not that much has changed.
I'd say if you don't want to fuck up your chars, and assuming you don't play on easy mode, the main thing is avoid hybrids(specialized chars is the way to go, so like warrior doing warrior stuff, not like warrior with some scoundrel and fire/air magic stuff) and mostly level your main stat(str for wars, int for mages, dex for rogue/archer)+speed up to 9 or 11. Constitution is unnecessary even on the tanks, perception can be nice to have a few points on archers or for detecting stuff but you can swap perception gear/buff perception when you enter trapped areas and stuff so not a big deal. Then focus on combat skills first, stuff like charisma, bartering, pickpocket and so on aren't really useful, a few are ok to have 1pt in and you do probably want one crafter on your team(that'll take both crafting and blacksmithing).
If you know what you're doing you can do stuff out of these advices but it's a good way to fuck up your chars if you do too much. Like you can use some novice spells on any class with minimal investment but it's situational and really doesn't add anything but flavor since pure classes are the most efficient.
On the classes, a mage is VERY useful and is vastly recommended in any party. Two is also good, because you cannot max all schools of magic on one but on 2 you can cover everything. Every mage should have 1pt in every school for basics, the heal and freeze in water, the spider and oil/boulder in earth, teleport and blit bolt in air, fire actually sucks at 1 so you kinda want 2 for the haste buff, preferably 2 also in witchcraft for oath, charm and destroy summon. Starting with 1pt water 1pt earth with spider+heal is particularily recommended for the early fights.
Every other class is fine to have, though you probably want to avoid stacking because of itemization issues. Like if you have 2rogues you need 4daggers which sucks and such. However one tank war and one 2H war would be fine. The companions you can get are an air/water mage, a 2H warrior, a rogue and an archer, if you want to plan around that. You can also hire henchmen which fills a bunch of different roles but don't have quests/stories and shit. The best ones at low levels are tank war and archer, most of the other archetype are built like retards.
The game isn't really that hard if you don't ruin your chars entirely and if you can play turn based stuff relatively inteligently. There's also a lot of freedom for inventive solutions to combat, as in, you can pretty much cheese everything in the game if you find it too hard by like building barrel forts, using invisibility to setup a bunch of explosives around the enemies before you engage and shit like that.
I'd say if you don't want to fuck up your chars, and assuming you don't play on easy mode, the main thing is avoid hybrids(specialized chars is the way to go, so like warrior doing warrior stuff, not like warrior with some scoundrel and fire/air magic stuff) and mostly level your main stat(str for wars, int for mages, dex for rogue/archer)+speed up to 9 or 11. Constitution is unnecessary even on the tanks, perception can be nice to have a few points on archers or for detecting stuff but you can swap perception gear/buff perception when you enter trapped areas and stuff so not a big deal. Then focus on combat skills first, stuff like charisma, bartering, pickpocket and so on aren't really useful, a few are ok to have 1pt in and you do probably want one crafter on your team(that'll take both crafting and blacksmithing).
If you know what you're doing you can do stuff out of these advices but it's a good way to fuck up your chars if you do too much. Like you can use some novice spells on any class with minimal investment but it's situational and really doesn't add anything but flavor since pure classes are the most efficient.
On the classes, a mage is VERY useful and is vastly recommended in any party. Two is also good, because you cannot max all schools of magic on one but on 2 you can cover everything. Every mage should have 1pt in every school for basics, the heal and freeze in water, the spider and oil/boulder in earth, teleport and blit bolt in air, fire actually sucks at 1 so you kinda want 2 for the haste buff, preferably 2 also in witchcraft for oath, charm and destroy summon. Starting with 1pt water 1pt earth with spider+heal is particularily recommended for the early fights.
Every other class is fine to have, though you probably want to avoid stacking because of itemization issues. Like if you have 2rogues you need 4daggers which sucks and such. However one tank war and one 2H war would be fine. The companions you can get are an air/water mage, a 2H warrior, a rogue and an archer, if you want to plan around that. You can also hire henchmen which fills a bunch of different roles but don't have quests/stories and shit. The best ones at low levels are tank war and archer, most of the other archetype are built like retards.
The game isn't really that hard if you don't ruin your chars entirely and if you can play turn based stuff relatively inteligently. There's also a lot of freedom for inventive solutions to combat, as in, you can pretty much cheese everything in the game if you find it too hard by like building barrel forts, using invisibility to setup a bunch of explosives around the enemies before you engage and shit like that.