Well, I re-thought the party even more
This is what I came up with and why
My all improved party ready for IWD & HOW. I'm to construct and restart in a few days (obviously all at level 1, no cheating):
Elf Fighter (+5 Great Swords)
- Cairn Blade, Aumanator's Fury
Human Fighter/Thief Level 6/X (+3 S-Sword, +3 L-Swords)
- Blood Iron
- Long Sword of Action +4
Human Ranger/Cleric Level 8/X (+2 Maces, +2 Flails)
- Morning Star +4: Defender, Three White Doves
- Misery's Herald
Human Fighter/Druid Level 9/X (+5 Clubs, +2 Spears)
- Debian's Rod of Smiting, Sceptre of Tyranny
- Spear of Kerish, Slayer
Human Fighter/Conjurer 9/X (+5 Axes, +2 Bows)
- The Celebrant's Blade, Young Rage,
- Messenger of Sseth, Kaylessa's Bow
Half-Elf Bard (+1 Long Swords, +1 Crossbows)
- Heavy Crossbow of Accuracy, Daisy
- Whatever long swords
I took out the dwarf fighter in favour of a bard. I figure the crossbow of accuracy and 18 dex will make the bard, at the very least, good at firing crossbow darts. I think the pick-pocketing will come in handy as well as identifying items, special bard items, and magery backup. This character will be well ready for HOW.
I gave the mage access to axes, but I'm not too sure of this. This basically leaves him to throwing axes (the +2 and the other one)
I know the +1 thac0 bonus is helpful with elves. I pondered this but I'd really really like to have my main fighter using great swords as that long sword of action +4 is one of the only really good long swords in the game (pale justice is good too but paladin's only). There is some others as well, but nothing my thief won't be able to use effectively until I get the blood iron. It's better for backstabs with the thief than the fighter in my opinion. Since the elf is a fighter, I'd basically distribute +1 back and forth until they get up to +5 each.
I compared the fighter/cleric with the ranger/cleric with exact stats (18/00, 18, 18, 8, 18, and the best weapon I could give them with respect to maces: mourning star of the gods & The Giving Star). The Giving Star was a truer test since its speed factor was 4 and not 6 (exactly like the 3 doves mace). This seemed to not improve the number of attacks at all. So with the utmost, unbiasness, here are the results:
- Ranger/Cleric: 8 in Ranger/15 in Cleric w/ exp cap
Fighter/Cleric: 9 in Fighter/14 in Cleric w/ exp cap
- Both had 146 HP
- Ranger can dual at 150,000 experience while Fighter must wait until 250,000 experience points. It's a small bonus in terms of time.
- Ranger/Cleric had one extra level 4 and level 5 spell from being level 15 instead of 14 (every three levels is big bonus for cleric)
- Ranger/Cleric had all druid spells as well as cleric
- Ranger/Cleric has racial enemy + hide in shadows
- Fighter/Cleric had 5 stars in maces and 2 in flails compared to Ranger/Cleric having 2 stars in maces and 2 in flails. This gives the Fighter/Cleric a +2 bonus to thac0 (5 with the weapon instead of 7)
- Both base thac0's were identical (base 12).
- Both received 3 attacks per round with either weapon
- Both had identical base +1 to hit and +2 to damage
Conclusion: I think Ranger/Cleric 8/15 is much more efficient and adaptable. You get so much more advantages while all I can see is the fighter/cleric getting an extra +2 to thac0.
Finally, I think my weapon specializations are a bit wacked.. I would hope someone could help out. I want a powerful fighter to use Long Sword of Action +4 (and probably the elf should use this). Then I want the thief to use the short sword (since axes or something isn't good with backstabs). I think the bard using crossbows and the fighter/conjurer using bows is effective. The druid with clubs/spears is good for beginning and end game and through HoF mode. The ranger/cleric already seems supped up as well. I dunno where I can fit in great swords wielder and a long sword wielder while still maintaining the effeciency amount classes and races. Ideas?
Comments with all of this appreciated