Balance is an equilibrium. It can be reached different ways. Rather than looking to permanently keep buffing classes we can consider debuffing others to reach the same effect.
Having shorter duration spells doesn’t break a class it merely weakens them.
I respect where this is coming from. Balance is a tough thing to achieve, especially with caster classes.
That said, as a player who has played a paladin consistently (near-daily) for almost the past year and a half, paladins feel like they're already in a balanced spot with their current setup. At the moderate levels where they spend most of their gameplay, the majority of their wards last until shortly before their rest period (except for a few wonky levels where their rest timer is slightly longer). Having spent quite a bit of time in those few wonky levels, I can say that there can be some OOC frustration both for the paladin's player and their fellow players when the rest of the party has to stop every 12-15 minutes and wait 6-12 minutes to rest and re-ward because the paladin's buffs expired, turning their beefy warrior into a subpar fighter. Changing the system such that that would become a near-guarantee all the time risks greater frustration (to the point of adventuring as a paladin or adventuring with a paladin not being fun).
I know paladins are supposed to have a harder time than most classes, but they already have a pretty challenging time. Many that I've seen follow the "no lying" rule, which leads to dangerous and difficult situations where there's no easy way out, whereas other classes can just tell a white lie and waltz away no problem. The stringent requirements for the LG code also restrict certain RP opportunities, railroad the character into a very limited set of possible actions at times (often, few of them actually wholly good or beneficial), and lead to performing intricate moral gymnastics to reconcile lawfulness with goodness in the morally corrupt Demiplane of Dread. They also have an entire RP guide outlining the "thou shalts" and "thou shalt nots" that are expected when playing the class.
Add to that the fact that the paladin, while a good and versatile martial class, is very niche and--often--subpar when compared to its colleagues. Paladins
are strong, but they will always be a worse fighter than a fighter and a worse cleric than a cleric.
Simply put, playing a paladin is fun, but it's already
hard work. I have never in my life been so stressed while still having fun as I've been while playing Vandryn.
I get the feeling that halving paladins' caster level for purposes of spells and various abilities would make the class substantially less viable and substantially more underwhelming (when paladins are supposed to be shining exemplars of virtue and piety paired with notable martial prowess). That might discourage people from playing as them, sure--and I know there aren't supposed to be a ton of them in the demiplane, but there already aren't a ton of active ones at any given time. Rangers would similarly suffer from this change, and unlike paladins, there's no rationale for why there shouldn't be gobs of them bopping around the Core.
I acknowledge the logic behind the proposition, but for the sake of the players, I earnestly hope that it isn't implemented. There are other places where the server deviates from the sourcebooks. It seems fairly innocuous to let this already long-standing deviation stand too.
Speaking of deviations and as for the blackguard situation (assuming a buff to blackguard is still on the table), rather than counting paladin levels for caster level, would it be possible to slightly adjust the duration of blackguard spells in a way that doesn't depend on caster level? For instance, changing a blackguard buff from 1 hour + 1 turn/level to 1 hour + 2 turns/level? I'm very unfamiliar with the coding behind NWN, so I'm not sure whether that's viable or how much work it would require.
Either way, thanks for taking the time to hear me out, and thanks for all the work on the server.