Today I want to talk about the most common classes I see in D&D campaigns overall, and how they have evolved in our world. Unfortunately that would take far too long for one sitting, so I'm just gonna talk about muscles. Bare in mind, our campaign world is homebrew, based out of our own creativity and it has evolved to fit the needs. Warrior: I look at this archetype as covering barbarian, knight, gladiator, soldier, etc.. It mostly involves high HP melee fighters who aren't afraid to trade blows. One inherent issue we've often had in our campaigns is the warrior archetype is almost always the first to fall in an encounter, this is mostly because they are often the first to charge - they take in a lot of damage and can be overwhelmed by numbers or consecutive strong attacks. In our world, this archetype has mostly been adopted by Dust's Khais kingdom, a European-esque medieval kingdom who train strong and reliable "meat sticks" who are renowned for their bravery. To combat the weaknesses of the archetype, that is, damage intake, Dust has been steadily giving them unique armor sets in mass produced quantities to protect them from a variety of threats - magic, elements, steel, etc and they've become a steadily more formidable military group with great strength and power. Magic in our world tends to be strong, conversely we buffed the warrior archetype to make it a more balanced playing field. This is done in a few ways, first we gave higher chance of passing reflex and fort saving throws to resist opposing magical powers; Dust likes to say "I'm safe behind my shield" this statement speaks volumes about how the archetype has evolved to fit in with a world full of the powerful who augment themselves with magic. However we soon realized that by making the warrior archetype stronger, we weakened other archetype options. The warrior could walk through a storm of chaotic magic and just punch the wizard to death. Being fans of combat heavy media we in turn buffed the physical aspects of Non-warriors, essentially through rigorous training they could learn to take and throw a punch when magic fails. Finally, our world has evolved to adapt itself to the feats of the strong. Occasionally when a player character goes above and beyond their means, a DM has the right to infer a misc. epic bonus for the sake of dramatic effect and could allow a character to do something he/she normally could not do. An example would be a warrior with sword and shield in an act of bravery attempts to stop the stomping foot of a colossal giant. The DM may give the character an epic bonus and may even allow the warrior to stop the stomp and maybe even overpower the giant.