Regarding change #1: BarbariansPeople have made a lot of good points about this, and I think I made the mistake of sounding like I think these changes are
necessary, when I don't think they are necessary at all, just potentially desirable for my VPnP game.
So while I've not decided whether or not to make any changes to the Barb class, I have definitely been given a lot to think about here.
Regarding change #2: FightersMagical Master wrote...
2. Giving Fighters one bonus feat every level from 10 to 20, instead of just even levels. (So there is more of a reason to stick with Fighter instead of heading straight for Champion of Torm.)
2. That would actually encourage CoT *even more.* Normally any combination of Fighter/CoT would give 10 feats in the epic levels (11 if you do something like an 11/9 or 13/7 split). If you instead did Fighter 10/CoT 10 pre-epic, you'd get 15 feats in the epic levels now. Aka, you're better off trying to use those Fighter 11-20 levels in epic levels. If you want to encourage more fighters not using CoT, give something like a 1 damage increase every 5 levels starting at level 10. If you want to encourage pure fighters, give something like a 2 AB/2 damage bonus starting at level 10 as long as fighter levels = character level.
This is something I never thought of, not even close, and is precisely the reason I posted this here! Thanks to Magical Master and everyone else who commented on change #2.
I will have to give a lot more thought to it, but adding a little bonus AB, AC, and damage for characters who take a lot of levels of Fighter - especially characters who
only take levels of Fighter - is really tempting to me. I'm not keen on a bonus that vanishes suddenly if you take a level in another class, but like I said, I have a lot of thinking to do on this.
Regarding change #3: BardsAgain, lots to think about here, thanks for that. I'm leaning now toward giving them only 6 (or possibly 7) skill points per level.
Regarding the differences between NWN and PnP D&DI think one of the differences that struck me most strongly when I started playing NWN was not just the ease and power of resting, but the abundance of healing potions and healing kits. We never had access to that kind of healing in tabletop D&D, at least not in the groups I was in.
But then again, we didn't take damage anywhere near as much or as often as one does in NWN, because we could easily take 15 minutes or more to micro-manage our actions each combat round. It was a lot easier to avoid damage from many sources that way.
From my perspective at least, adding abundant healing items like that (and powerful rest mechanics) may have been something the devs had to do to balance out the "increased deadliness" of NWN combat. At least, that's how it looks from my perspective.