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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="TwoSix" data-source="post: 6195169" data-attributes="member: 205"><p>Pretty much. I don't think there's anything drastically wrong with the game's kernel. Iterative attacks aren't great, but that's easy to streamline to produce more dynamic fights. Skip MM/Bestiary entries that reference spells or effects you aren't familiar with. </p><p></p><p>I would say the core of the D&D identity is bound up with its spell lists and its magic items, so I would try to make sure they could be leveraged as much as possible. Use Unearthed Arcana and alternative class features to bring in archetypal abilities that you'd like in game but belong to a banned class.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6195169, member: 205"] Pretty much. I don't think there's anything drastically wrong with the game's kernel. Iterative attacks aren't great, but that's easy to streamline to produce more dynamic fights. Skip MM/Bestiary entries that reference spells or effects you aren't familiar with. I would say the core of the D&D identity is bound up with its spell lists and its magic items, so I would try to make sure they could be leveraged as much as possible. Use Unearthed Arcana and alternative class features to bring in archetypal abilities that you'd like in game but belong to a banned class. [/QUOTE]
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