There are too many issues with engine hardcode and differing environments and philosophies behind "balance" to come up with something that is at least regarded by the community at large as "balanced".
One school of thought is that "balance" means staying true to the creator's, i.e. WotC's intent of class roles. For this, I believe there's a few 3.5E mods out there. Should be easy to find on nwvault.
Another school of thought is that "balance" means a class should be able to function effectively as part of a Holy Trinity (Tank, DPS, Healer) but have weaknesses that prevent them from covering the entire Trinity by themselves. This is generally not feasible due to lack of aggro mechanics in NWN.
Yet another school of thought is that "balance" means all classes should have an equal chance of winning or losing to all other classes in PvP. This kind of balance is typically unreachable as well. There are games that spend years trying to reach this point, but the human mind evolves as the metagame does. Designers typically regard this type as a moving target: start at Point A and keep going forward, no right or wrong answer, but that also means no ready-made system.
One more school of thought is that "balance" means rock-paper-scissors design, where every class is a hard counter to another class, and is in turn countered by a class. Similarly, situations that cause one class to stop in its tracks can be handled by another with ease. In most games, this is easy to handle, but NWN has a multiclassing system and issues like skill dumping and front-loaded classes, so it's possible to make a swiss army knife character that handles almost everything.
My advice is as a builder, think hard about what you want, learn a bit of NWscript and roll up your sleeves. As a player, just keep shopping till you find what you like, or look for frontiers beyond, i.e. other games.
Modifié par Aelis Eine, 26 novembre 2012 - 03:34 .