I'm mostly retired from NWN, but I've been down the same path so I thought I'd give some pointers:
First off, decide on a set of distinct, rational objectives to work towards - Why do you want to overhaul the class system? And why do you want a mana/adrenaline bar? There are a number of valid reasons to want to change the class system, and sometimes the answers to these questions can point to alternative solutions that are more elegant or require less work to integrate into the NWN framework. These objectives will also create something to adhere to, in case the threat of feature creep or conflicting ideas comes in. They can help to distinguish between what is truly necessary and what can be put on the back burner.
Second, decide on your lore. classes are impacted by and have an impact on the lore. With a solid backstory, it is easier to make classes - especially unique, diverse classes, that integrate well into the world. Comparing NWN with Dragon Age, for example, the NWN holy warrior is the Paladin, a lawful good class with divine abilities. The Dragon Age equivalent is probably the Templar, which while lawful, is not necessarily good, and draws its abilities from consuming the addictive Lyrium instead of pure faith. These differences, while subtle, go some way in shaping the face of the world.
Third, decide on your classes. You mentioned Warriors, Mages and Rogues. For a single-player or purely action-type multiplayer mod, that's okay. For multiplayer with roleplay involved, I believe players expect a bit more. It's not simply enough to have a Rogue class, for example, when there are so many ways to play a Rogue - from the boorish thug to the smooth-talking spy, the taciturn assassin to the sassy bard. Based on whatever lore you create, some archetypes will be more relevant than others. These will need to be developed well as classes to facilitate roleplay.
Anyway, all the best in this project, and I hope these pointers lead you to some interesting ideas.
Modifié par Aelis Eine, 01 mai 2011 - 08:21 .