For the Dreamforge/SSI games, I ALWAYS roll with a Fighter/Cleric and Fighter/Mage. :) Reasons are:
1. The level cap for the game is fairly low, so spellcasters typically cap out at level 5 or level 6 spells anyway, making single-class spellcasters a bit of a waste.
2. Spellcasting in the Dreamforge AD&D games is kinda wonky. As you do most of your fighting in cramped corridors, there isn't a lot of room for spellcasters to really shine when it comes to clearing out a room with a well-placed Fireball or trapping them in place with an Entangle or Web spell. (Indeed, most of these games don't even HAVE battlefield-altering spells like Walls and such.) As such, spellcasting is usually relegated to the role of healing, buffing and taking down dangerous enemies at a distance because missile weapons are absolutely CRAP in these games. This means that you'll generally be engaging enemies in melee a LOT, and only using spells against enemies that are immune or resistant to melee attacks, or that you don't want to engage at close range (read: level-draining undead).
3. Thieves are not terribly useful in these games. As far as I can remember, every single locked chest or door in these games has a corresponding key, so you're never locked out (hehe) of content by not having a Thief. The game engine also makes backstabbing a pretty lackluster combat mechanic, and there's no way for you to split the party, meaning that you can't have your Thief go off alone to scout ahead.
All of this means that you want two characters who are tanky and lethal at close range combat, but who also have the tools necessary to tend to wounds/poison/curses and blast dangerous enemies at a distance. That narrows it down to Fighter/X classes, and Fighter/Cleric + Fighter/Mage fits the bill the best. (I usually alternate between a Dwarven Fighter/Cleric and an Elven Fighter/Mage, or two Half-Elven characters of the same classes.)
Post edited November 12, 2022 by Zaxares