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If you keep the restrictions but relax the "Polearm" requirement, then a Mook Samurai can use a Giant's Sword.
You could use that Samurai for Enchanted Blade, to make your melee even a little bit stronger and Missile Shield, but use your Ranger for Element Shield, since the Alchemy mixing of potions accelerates the Alchemy Skill. In the party I stopped playing for now at level 8, close to 9, the Ranger had 31 Alchemy and the Samurai had 26 Wizardry (the other characters out of the six were Level 9 but not the Samurai or Ranger, yet). The difference is exactly those increases due to mixing potions.
It might not seem like much but when the Ranger hits level 9 in within the next few battles he will definitely be able to pick level 3 spells while the Samurai most likely will have to wait a level for level 3 spells unless they are found or purchased, since the +3 increase at level-up comes after any spell picks. The Priest could cast Magic Screen at PL7 and Armorplate at PL 5, while the Samurai was casting Enchanted Blade at PL 2 and Missile Shield at PL 2.
If you want to stick with 5 characters, you could drop the Ninja and bring the Samurai, but only if you allow the Samurai to use an extended non-Polearm. Of course the Samurai will not reach until you get a Giant's sword, but you could put him or her in the first position, at least.
Since you are pushing Speed with all characters this at least becomes a possibility to consider.
When describing their statis at CC of 60 and WS of 80-110, I think you meant the Polearm Skill, right, and not Staff and Wand. That part was confusing to me at first. However, if you do allow Staff and Wand also, in addition to polearms, you can consider a staff for your Monk. Insisting upon all extended weapons, but allowing extended staffs and an extended sword, as soon as that is feasible, might be interesting.
My next experiment will be along different lines involving the recommended new player party (and for the magic damage guide after that), so I will not be able to run any experiments in this new direction you have opened, but I will read your reports with great interest.
Looking for more extended options you are correct:
Some Mook classes can use Giant Sword, which is extended as well. But it is available much later only, requires high level Soul Shield, which means I would have to use another sword with short range in the meantime.
Staves is the next option: Quarterstaff is too little in damage. Bo/Hayai Bo is a bit better, but the polearms are much stronger. Samurai and Monk could use Zatoichi at the end, but again, available much later. Staff of Doom is available at the same time as Dread Spear, is stronger than the polearms, and the cursed status doesn't matter in this party, without any secondary option.
Last is whips, maces, which also give extended reach. Bullwhip is almost as weak as Quarterstaff, and both Cat of Nine Tails and Vampire Chain are available only very late.
Bottom Line: Other options are possible, but are a tradeoff between short term strength, where Polearm is unmatched imv, and long term, where other weapon types have stronger end game options. Another argument not to focus on one weapon type is to be prepared if the party finds a nice OP weapon: LightSword, Excalibur, Avenger...
The second key question was can hybrids develop magic reasonably fast without grinding. That answer is a clear "in principle yes, but". This means the caster specialists are faster and play more naturally, but the delay of the hybrids of not 4, but rather 6 levels compared to specialist casters is acceptable for an high HP and melee strong party. It means however the hybrids must cast spells like hell to achieve that.
I do not want to be misunderstood. I do not say this party is the strongest melee party at all. The self imposed restrictions deliberately limit its options. There is no reason to renounce ranged and/or magical damage nor a Wizardry caster. Purpose of this exercise is to find out how far the melee damage only concept can be stretched. I would say it is viable until now. But the Perfect Parties proposed in another fred offer imv a better balance between magic and melee, defensive stability and development of magic capabilities.
I am now curious to see if Soul Shield develops fast enough to go to Bayjin "naturally", ie without delaying.
The huge advantage of spears is that early on, awl pike is easily available. It does huge damage at the cost of low initiative, but initiative early is irrelevant, as the characters can only swings once per attack anyways.
Then, just as the party reaches the point when second swing becomes available, burning spears come almost for free, and with a bit of luck, even spiked or perhaps mystic spears. They have similar damage to awl pike, but come with much better initiative and even hit bonus.
And finaly, once the party can reach Bela, which is still quite early in the game, dread spears open up, the best spears in the game, with positive hit and initiative bonus, very handy hex and above all, huge bonus to polearm skill (very strong effect).
Fights are also much easier with extended reach. The fighters can swing more often (if an enemy in short range dies, they can still attack the ones in extended), can swing against enemies otherwise blocked by allies, and of course can fight extended range enemies from extended range, effectively blocking allies in a row behind them. They can also hide behind other allies when wounded, yet still contribute fully with their melee damage.
I reloaded that game and did the same battle again, this time from a better position. I moved out of sight around a corner and handled the Trynnies without her magic artillery support. Practically she moved into melee and the party killed her without a problem. Then it ran away from the PL5 Earth elemental the sige had cast, he crumbled, went "back whence he had come", after some for him hopeless pursuit.
Vs ranged enemies, mostly plants, I move out of sight as well, behind trees mostly. Even a smaller tree provides some cover, but is not perfect. They can be blinded and also move close, where the party can take them out.
Don't know if mods are your thing, but the Christian Coder's Mod (which I really like, the changes are generally balanced and all seem to improve the game for me) would give you a ton more options because in that:
Samurai can use most polearms
Rangers and some pure casters can use most spears (but their overall polearm selection is limited. They can learn the skill though, so psionics can properly wield the mindblast rod too.)
Lizard men and Dracons can use giant swords, not solely Mooks
I don't agree with that so much. Bloodlust lets you use the beserk attack mode, and it also grants extra swings due to its speed.
I would say for any class except for Fighter, Bloodlust will outdamage polearms. A Lizzie Fighter with a polearm is very nice though.
You can grab the Staff of Doom pretty early on if you're careful, and it's better than any polearm in the game and useable by any class. I also like the Giant's Sword, although it would take a little longer before you can safely get one. I would just use a regular 2H sword until then and deal with the range being medium, not such a big deal.
Oh and if you took a Bard who uses the Staff of Doom, then you also can use Haste in every fight and not need to max up SPD so much. In Expert, you will feel the difference if you max Str and Dex first in terms of being able to hit and penetrate more often.
There's a playthrough of somebody doing a 2 man party, who used the level 1 crabs at the start of the game to grind their Stealth skill to 100 before they even hit level 2. They said it took them like 4 hours to do. :-)
Personally I like the parties to feel more natural and think you shouldn't need much if any grinding. You should make sure you always use every character in every combat round and don't let any idle away though.
I'm not sure how they did this. Once you hit around 50/60 stealth the crabs just run away.
They walked up to them and let the crabs attack until they were down to about 5 HP, then ran off and hid behind a pillar. Rested, then came back for more.