advancedhero: Okay, first off, I figure there are 400 topics already about class selection, but oh well, I'm making another. :P
So I will finally now grit my teeth and begin to play Wizardry 6, and I want to take a party all the way to 8. So I am still having doubts about classes and races combos and such. Here is a rough plan I saw that sounded good to me:
1. Fighter - Lord
2. Valkyrie - Samurai
3. Thief -> Ninja
4. Priest -> Valkyrie
5. Mage
6. Bard
Now I am kind of a noob, so I would like to know if this looks good to take all the way through the games. Can I get any input on what skills to focus on too? And if you have any suggestions for the best parties, I would like to hear some ideas. Thanks for helping, I hope this isn't too redundant. :D
Your party is fine. There's no noteworthy difference between the races except fairies who have armor/weapon restrictions but get some resistances and a faster mana regeneration rate and dracons who get a breath attack.
About your characters:
1. Fighter - Lord
Fighter, Lord and Valkyrie are the only classes who can wear the heaviest armor and use the biggest weapons so you'll want 1-2 of them.
Starting as fighter and switching to lord later can be advantageous. You can't put skill points into theology at creation and loose a few XP for the first class but you get 1-4 extra miss chance reduction, can put some points into scouting and start with 1 less point in int,pie,spd,per and use the 4 points for starting with 16 str (more carrying capacity) or 16 vit (faster mana regeneration rate) instead.
Start as fighter, pump all skill points into scouting, when you reach level 7 (or at level 8-10 if you haven't the necessary stats yet) switch to lord and put all skill points into theology.
2. Valkyrie - Samurai
Samurai are very good in the beginning and the great in the last third of the game when you've found some special gear. You'll definitely want one in the end game.
Thaumaturgy or kirijitsu are the only skills worth raising for a samurai. Maybe ignore thaumaturgy totally or raise it 18,36 or 54 and put points only into kirijitsu afterwards.
Valkyrie -> Samurai will work, maybe start as dwarf with a roll of 18 and 1 int,dex,spd less than needed as samurai, use a sword to get up the sword skill by fighting and switch at level 3-6. But what do you expect to gain by the valkyrie levels ? Pure class Samurai works well too.
3. Thief -> Ninja
This works very well. Opening locks and identifying traps will be problematic without a thief, put all skillpoints into skullduggery and switch at level 5 or so. Fairy is the best race for ninja (you can start with lower pie than needed for ninja) but other classes like dracon work too.
As ninja I'd raise alchemy to 18 (or maybe 36 or 54) and put all other points into kirijitsu. Train unarmed (as ninja) and hiding (from the beginning) by using it.
4. Priest -> Valkyrie
Works very well. If you have a dwarf with a roll of 18 you can start with both 16 str and 16 vit, one less pie, dex, spd than needed for Valkyrie, put all skillpoints into theology and switch class at level 3-6.
5. Mage
Roll a fairy with 16 vitality and put all skillpoints into thaumaturgy for a lot of spellpower. Switch to bishop in W7.
6. Bard
Thaumaturgy for spellcasting. Maybe put points into skullduggery first if you don't have another thief and don't want to rely on the knock-knock spell. Take a female and use your instrument a lot.