kmonster: The drawback of your party composition is that you'll never get to memorize cleric or mage spells beyond level 6 if you play the normal way.
Just to adding on to this post.
If you're playing on insane difficulty with a 6 character party, each character should end the game with over 5600000XP. With this in mind, bards hit level 30 in the ice caves in HOW and single classes fighters hit max level sometime in TOTLM. Multi class F/C R/C and F/Ds can still get their top level spells but F/Ms still fall short at ending the game with 2 level 8 spells. Triple class mages will only have 7th level spells.
But yeah, considering KiNgBrAdLeY7 stated he did a HOF run through with the same party, you will get some crazy XP. With his party though, I would never go though normal difficuly with it as the mages highest casting level will be too low. I would toss out the C/M and put in a specialist wizard instead, preferably a nercomancer. The "evil" aligned divine spells blow major donkey balls too so their loss won't be missed. I'd also make the druid a multi as some druid spells really go well with a multi class, mainly thorn spray. *sigh*, if only IWD1 druids had frost fingers too.
KiNgBrAdLeY7: Copy my party!
1) Human Paladin (17 str, 18 dex, 18 con, 4 int, 18 wis, 18 cha)
2) Elf Druid (9 str, 19 dex, 16 con, 9 int, 18 wis, 18 cha)
3) Half Elf Bard (18 str, 18 dex, 16 con, 18 int, 3 wis, 18 cha)
4) Half Elf Ranger/Cleric, chaotic good (chaotic to get an alignment exclusive divine spell) (18/00 str, 18 dex, 18 con, 9 int, 18 wis, 3 cha)
5) Half Elf Cleric/Mage, chaotic evil (chaotic to get an alignment exclusive divine spell, and evil to get the "evil" divine spells that Ranger/Cleric above never gets) (18 str, 18 dex, 16 con, 9 int, 18 wis, 3 cha)
6) Halfling Fighter/Thief (17 str, 19 dex, 18 con, 10 int, 10 wis, 10 cha)
With this party, you get ALL divine spells, cleric good ones, cleric evil ones, plus the chaotic-bound berserk one. You get all druid spells. You get all arcane spells (provided you locate the scolls first). You get ALL classes available. You get all races, minus dwarf and gnome. You get an overpowered, imbalanced, and balanced, powergaming party. And if you do the heart of fury trick after "dressing" them with import+export+premade characters, to build them a bunch of levels, they make short work on anything.
Thing is though, there aren't a lot of decent divine spells as it is and the extra ones you do get from this set up are useless. Animal rage is a liabily if the character goes berserk, the cause wounds spells take too long to cast (better off just swinging a mace) and blasphemy only works on good creatures which you won't be fighting any off.
I'd rather have another character that has the same useful spells another has.