this, i find, is an incredibly faulty argument... NWN is an extension of DnD... and the main rule of DnD is that the DM is always right, and has the right and ability to alter the rules to how he see's fit... the rules implemented by the DM's are called "house rules" and there fore the DM's have the full right to alter Sanctuary because this is one of their house rules...
Logically, yes, NWN is an extension of DnD... Legally and Commercially, the NWN product falls under the intellectual property of Bioware, not TSR. And let's face it, electronic copyright laws are far more stringent than paper laws. But even there, Bioware (if you want to get technical about it) gave explicit license to modify and alter the game according to house rules. But, keep reading:
In all honesty, that wasn't the aim of what I was trying to point out. The gist of that argument I was making falls along the lines of in the first years or so that NWN was out, gamemasters and mod developers were hesitant to mess with spells, feats and the like as they trusted Bioware's implementation of those spells and abilities. After a few years of real play-testing, those selfsame gamemasters and mod-developers are now far more willing (and have the skills) to mess with what Bioware released. These developers and mod-artists want to tailor the spells and abilities to fit the idea they have for their mod, or want to correct what they see as a mis-implementation of a DnD ability. Ergo, the NS team shouldn't be criticized for making wholesale changes to feats and spells.
To DV:
What I think people are referring to is a Harper Scout build that plays well, can hold their own in PvE and PvP, and is based on the abilities that are unique to the Harper Scout. I think, with NS limiting everyone to 1 prestige class (a kick [censored] idea in my mind) the Harper Scout is the least likely prestige class to be taken. I would love to be proved wrong here
