Welcome, JS [img]graemlins/happywave.gif[/img]
I can't say that any one of my parties stands out as being more cheesy than others because of its composition; it's all how you play it. Same with the powergaming - that has more to do with stat maximization than anything else. And as for relative power, that criteria has a lot to do with what point of the game you are referring to - a kickin' character in the Trials of the Luremaster segment might be a weakling in the Severed Hand.
But if you want godly power, you need a good mix of arcane and priestly spells, bard songs, and full-out fighting nastiness. For pure power, I'd do the following, assuming all important stats are maxed (combat stats and spellcaster stats for the appropriate characters) and that you have HoW and TotL:
Fighter[13]/Mage - dual class, get 5 PP in a melee weapon - preferably axe, then use the mage spells for quick ranged damage and personal protection and toss into combat. Should also have the majority of the touch spells.
Mage, or Specialist Evoker or Necromancer - a flat-out mass killer; fireballs, single-target damagers, cloudkills, all the death spells and power words.
Bard - takes just a couple damaging spells per level (Magic Missile, Chromatic Orb, Melf's Acid Arrow, Flame Arrow, Skull Trap) and the mage spells that buff up other characters (Strength, Cat's Grace, Emotion:Courage, etc) and the odd ones like Knock. This character will be an early missile user, toss in the occasional spell when necessary, but spend most of the time singing, particularly at 11th level and above.
Fighter[9-13]/Druid - summoner, offensive spells, healing; good tank for the second rank or even first rank. Will get the elemental shapechanges and static charge. Can get 5 PP if you are patient enough to get to lvl 13 before dualing. Longsword is good (for the scimitars), but spear could be a "sleeper" choice if you put this one just behind your main tanks.
Fighter/Cleric - multiclass, dwarven - lots of party buffs and personal protection - should have the bard cast Strength and Cat's Grace on this one, then cast Draw Upon Holy Might - use Shield of Lathander whenever possible.
This last character can be anything - I'd suggest a melee or archer type - Paladin, Fighter, or Fighter/Thief. Paladin can use The Sword, Fighter can get 3 PP in bows and 5 PP in longsword or greatsword, F/T has a few less HP, but can be the scout, decoy, archer, and assassin.
I'm also running an Insane-mode party off and on that has 6 spellcasters in it, including a mage, two druids, and three clerics. Three of them are multiclassed to fighter, and one of the clerics will dual class to necromancer. I'm finding it pretty darn nice - I can cast excessive numbers of protection spells and non-stop damagers, with plenty left over for healing.
Check it out
Edit: to remove an incorrect multiclass option; also added another comment re: weapon proficiency choices.
[ 12-17-2004, 02:40 AM: Message edited by: Aerich ]