In light of the many threads and posts discussing help for new players regarding race and class combos, I am going to amalgamate all of my views into a single thread for all to refer to as and when needed. I expect this to be the final say on this matter, as this advice is definitive.
Race
There is a lot of confusion around what race is ideal for a new player (looking at things purely from a PK standpoint). I will clear this up:
Elf/Drow - Low constitution and high experience penalty make you an easy target for hunters at level 50. Avoid these races like the plague.
Dwarf/Duergar - Great health, but your water vulnerability will be easy to pick at - leave this race until you're more experienced and know how to cover it.
Illithid - No parry, only innate racial parry? Ouch! Avoid!
Feral - Fire vulnerability is too easy to exploit. Leave this one be for now.
Human/Half-Elf - These races has no disadvantages, but also nothing to help it stand out above the rest. That is perhaps, then, it's biggest disadvantage, and therefore I heavily advise avoiding this race as a new player.
Halfling/Faerie - Very small - bash foddder for giants. Probably worth leaving these race until you can learn to work around this issue.
Avian - Autoflight is nice, but at what cost? Any experienced player will be ready with air weaponry/spells. I wouldn't choose this as a starting race.
Gnome - Mental vuln plus small size = not good for a beginner.
Werebeast - Like human, but with an unpredictable transform. You need to be able to think on your feet with this race, so I'd wait until you're a little more experienced.
Minotaur - Large exp penalty and attached stigma as a result of charge-lag will make you a popular target. Choose something else to begin with.
Slith - The bonus proficiency with spears will make you lazy, and it will hurt you in the long run when using races that don't get +weapon proficiency bonuses. Save this for maybe a 3rd or 4th character.
Storm/Stone/Fire Giants/Ogre - Giant sized, with good health, but with all manner of glaring vulnerabilities. Statistics show that 1/5 Fire Giants played by new players don't even make it out of MUD school.
It should be quite obvious to you now which races you should choose from now that I've narrowed it down for you. Now, onto the next topic:
Class
Another topic that is discussed way too often - I will provide the definitive view on what should and should not be played by new players. The below categories are my own classifications.
'Fighters' (Warrior, Berserker, Monk, Blademaster)
Equipment dependant - not a good choice for a beginner due to lack of equipment knowledge.
'Rogues' (Thief, Ninja, Bard)
Weak classes, unable to stand up in toe-to-toe combat. For this reason, I would not recommend these to a new player.
'Hybrid' (Paladin, Dark-Knight, Druid)
Jack of all trades, master of none. These middle-of-the-road types have no stand-out qualities and thus are not suited to newer players.
'Mages' (Invoker, Battlemage, Necromancer)
Low health makes these easy targets for skilled players. Avoid these classes.
'Priests' (Cleric, Healer, Shaman)
These types rely on attrition warfare, where even the slightest mistakes can stack and cost your life, thus making them unsuitable for newer players. Even moreso with a healer, who could be killed by so much as forgetting to commune for sanctuary.
This should make your selection easier by taking away the classes that are not suitable for newer players.
I hope I've helped.
in cheek>
Dey
