IWD 1 or 2? There's a big difference.
For Icewind Dale 1, this is the party I ran and I was very happy with it:
Human Fighter
Elf Fighter/Mage
Human Fighter/Cleric (dual-classed into cleric immediately upon reaching fighter 2)
Halfling Fighter/Thief
Human Mage
Character creation is fairly simple; just make sure the mages have maxed out intelligence, the cleric has maxed out wisdom, and the fighters have maxed out strength. High dexterity and constitution for all, to the limit of your patience for re-rolling.
For Icewind Dale 2 character creation has more nuances. I'd avoid the rogue class completely in that game (they suck in combat, any class can disarm traps now [rogues are just better at it], and there aren't enough skill checks for their skill advantage to matter)
Here's 6 characters that would make a good party. You could probably drop either the Paladin or Sorcerer from this lineup without issue.
Half-Orc Barbarian / Fighter
STR - 20
DEX - 14
CON - 16
INT - 6
WIS - 12
CHA - 6
level 1 - Barbarian - power attack
level 2 - Fighter - cleave
level 3 - Fighter - weapon focus (second point in proficiency) in a two-handed melee weapon, iron will
level 4 - Fighter
level 5 - Fighter - weapon specialization (third point in proficiency) in your two-handed weapon of choice
level 6 - Barbarian - heroic inspiration
level 7 - Barbarian
level 8 - Barbarian
level 9 - Barbarian - improved critical
Stay barbarian past this point, place every attribute increase to strength, and pick feats that look good to you (you've got all the important ones at this point).
Human Paladin
STR - 16
DEX - 12
CON - 12
INT - 6
WIS - 14
CHA - 16
Hard to screw this one up. No really mandatory feats (improved critical once you can qualify, extra smiting if you don't like resting often, that's about it) and just put your attribute increases to strength and charisma.
Human Cleric
STR - 16
DEX - 12
CON - 14
INT - 6
WIS - 18
CHA - 10
Single-class Cleric; actually kinda hard to screw up. Pick "combat casting" as your 1st level feat, and aside from maybe go for the "spirit of flame" feat later (there are some decent fire-damage cleric spells).
Elf Fighter
STR - 14
DEX - 20
CON - 14
INT - 10
WIS - 10
CHA - 8
level 1 - Rapid Shot, Weapon Focus (second level of proficiency) bows
level 2 - Precise Shot
level 3 - Weapon Finesse
level 4 - Weapon Specialization (third level of proficiency) bows, iron will
level 6 - Weapon Focus + Specialization in a light melee weapon of choice
level 8 - improved critical
level 9 - maximized attack
And nothing really matters after that; pick what you want. Single-class fighter the whole way, all attribute improvements to dexterity. Note you will need to add to the concentration skill to qualify for maximized attacks.
Human Wizard
Specialization: this depends on your style of play. If you like to rest between every encounter so you're always at full strength, go with a generalist. If you avoid resting and like to push the limits of what you can do in one adventuring day, go with a conjuror specialist. The other specializations kinda suck by comparison to these options.
STR - 8
DEX - 16
CON - 18
INT - 18
WIS - 8
CHA - 8
Only feats that really matter are Spell Focus and Spell Penetration. Max out spell focus with one school (probably enchantment) early, then max out spell penetration, then max out spell focus for another school. All attribute increases go to intelligence. This character will be the stand-in rogue, disarming traps and unlocking doors for you. The skill penalty for cross-class skills is mostly cancelled out by his high intelligence bonus. If you choose to go generalist, you might want to consider one of the elemental damage feats, but otherwise don't bother.
Human Sorcerer
STR - 8
DEX - 14
CON - 16
INT - 12
WIS - 8
CHA - 18
The complement to your wizard is the Sorcerer. This guy needs to pick his spells very carefully: focus on a balance between buffing fellow party members, disrupting enemies, and damaging enemies. Max out Spell Focus (evocation), Spell Penetration, and get one of the elemental damage feats so this guy can become an artillery later on. Be sure to have some good defensive and buffing spells for situations where enemies are highly resistant or outright immune to magic. Even something as simple as the haste or emotion (hope) spell can be a life-saver.
Hope that helps!
Post edited January 17, 2014 by Darvin