@cb you are dead wrong about my intentions. What I really want is more balance but I am trying to find ways to get that without having to have more classes "nerfed" or "buffed". The nerfing and buffing of classes take a lot of time and more often then not fails to hit it intended mark. Furthermore when was the last time I asked for non casters to have caster abilities? Maybe you are referring to the forgotten feat of Dev Crit that was nerfed oh so many years ago and never brought back even after many many spells got much more powerful. That is not a spell like ability but the very wise makers of NWN did put it in as an equalizer to deal with the caster/non-caster power balance issues. Diving in deeper to my rant this would not be an issue if we had a much larger community logged in but for the most part we have less then 20 folks on both server most of the time. So getting a party together that fits your level is not as easy as you make it sound. And you were not being blunt you were just being dead wrong and trying to misdirect this thread for some reason.
So since you say you are not trying to derail the thread then we agree that this thread is NOT about casters and we can stop talking about them and go back to dealing with getting buffs to melees and how it can work for crafters. Thank you for dropping the "this is not good for my caster" theme and getting back on track.
If you really look at the list of buffs you will see that a good number of the best buffs are left off, like spell resistance. Furthermore they are way less powered then the ones that come from PCs. All this does is give a melee group or PC a BIT more range in where they can go. Heck this would not be an issue if we all NEEDED each other to go places. But there is no way to enforce that and with our limited community it would reduce usage down to very very little.
Have some compassion for the players that are stuck due to these issues
All ability stats cast at 15th level Flame weapon cast at 17th level Mind blank cast at 15th level GWM cast at 10th level Haste cast at 10th level Resist elements cast at 10th levelNeg energy protection cast at 15th level Death ward cast at 7th level True seeing cast at 9th level
Doing it with potions, scrolls, and wands would get the economy going again for crafters of those things. Scribes have really very little market right now. So what say you? Any chance we can get these added?
Needless to say that I shiver at the idea of having 15 people log in with hundreds of different potions in their inventory.
But all of this is just talk, since no other fighter class players has spoke up then I am guessing that it is not wanted.
Having items that can be crafted, with a limited duration and usage per day, would surely alleviated the hundreds of potions. Like exceptional ability rings.. and new kind of weapon armors that could give some spell like effect for a limited time and very much so under power vs a caster so not to make their need disappear. Plus I bet it would require less space on the palette, compared to adding new potions that are not already craft able. Maybe wands should be made so they can be used by every one?
I've tried Infusing as a craft too, and was pretty disappointed. It took me litterally months of active play-time to build up my infusing skill to the point where I could make my first wand of electric jolt (a level 0 cantrip!), and I don't even want to talk about the costs involved from the material standpoint. Granted, I didn't have the support of other players in gathering all my resources like those in guilds or regular partying-groups might have, and neither did I acquire my resources via trades (can you imagine Emwonk posting an add in the trade and Market Halls forums, and anyone actually understanding it?). To make progress I had to mine all my own gems, learn a bit of gem-crafting to make them useful for infusing. To do that, I also had to learn a bit of alchemy so I could make my own polishing oils and enchanting oils. I just couldn't afford to buy any of the materials, and was lucky most days to be able to affford replacing my tools if they broke. I even had to learn a bit of woodworking for making the shafts for the wands, eventually. Infusing, for me, boiled down to being something to do to pass the time when there wasn't anyone else on to role-play with. So yeah, I agree with the sentiment that it'd be nice to get a little more oomf for our efforts in some of the crafts, especially those that make limitted-use items. Tailoring, tinkering, enchanting, weapon-crafting, armor-crafting, woodworking and gem-crafting are pretty much fine the way they are, because many of the items once made give a permanent bonus, or long-time useability... but limitted-use or one-time-use items usually aren't worth the investment of time and resources. Not when many of those same items can be found fairly regularly as drops or bought in shops, anyway. Ugh... I've started rambling a bit here, so I'll stop now. But these have been some of my own personal thoughts.