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Kill the fighter
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<blockquote data-quote="Hautamaki" data-source="post: 5873335" data-attributes="member: 42219"><p>Fair enough, it's really a pretty arbitrary distinction since you could easily have just 2 classes-martial and magical, with customization from there.</p><p></p><p>The reason I drew a distinction between divine and arcane magic is I feel deep down the magic systems themselves should be fundamentally different from a game-play perspective, even though that is not how they'd been done in the past in D&D. For my homebrew rules divine magic users have a limited set of prayers they can attempt as many times as they like per day, while arcane magic users have a large number of options but a limited number of uses.</p><p></p><p>But you could just easily draw the same distinction between fighty and not fighty non-magical classes. The reason I didn't is that I view combat as probably the closest thing to the central element of D&D and I view classes that can't contribute equally (differently, but equally) in combat as fundamentally imbalanced for D&D, at least the way I play it, not that I'm trying to tell anyone else how to play it.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5873335, member: 42219"] Fair enough, it's really a pretty arbitrary distinction since you could easily have just 2 classes-martial and magical, with customization from there. The reason I drew a distinction between divine and arcane magic is I feel deep down the magic systems themselves should be fundamentally different from a game-play perspective, even though that is not how they'd been done in the past in D&D. For my homebrew rules divine magic users have a limited set of prayers they can attempt as many times as they like per day, while arcane magic users have a large number of options but a limited number of uses. But you could just easily draw the same distinction between fighty and not fighty non-magical classes. The reason I didn't is that I view combat as probably the closest thing to the central element of D&D and I view classes that can't contribute equally (differently, but equally) in combat as fundamentally imbalanced for D&D, at least the way I play it, not that I'm trying to tell anyone else how to play it. [/QUOTE]
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