Classes work a bit differently here. Your character does not have a class. They are whom they are. If they prefer physical combat, you may call them a "barbarian" or a "fighter" or a "paladin", but these words hold no sway over your character's mechanics.
Instead, you decide how you wish to partake in combat. You're not going to be one-shot by magic fire if you choose more physical, up-front-and-personal class. To justify this claim, let me explain it in another way: Your character was born into a world where magic exists. Your character's body will be tempered through evolutionary advancement to handle a bolt of lightning or being set ablaze for a few seconds.
COMBAT
When it comes to combat, things get dicey (get it?)
Suppose your melee fighter wishes to move in for an attack. They may make a movement of up to 30 ft. per turn. Usually, it is assumed (unless otherwise specified by the Dungeon Master) that if you are in close enough vacinity to your target for the squabble to be considered an encounter, you are within 30 ft of them. Granted, sometimes rangers may have an advantage of being able to shoot from further than 30 ft. away. So, we will be using a grid system.
In any post where your Dungeon Master says the words "roll initiatve" (which will sometimes be shortened to simply "Initiative."), you will notice there is an image attachment to the post. This is the representative of your characters' current surroundings. Every square equates to five feet. When directing movement or an attack, specify via the numbers and letters on the top and left sides of the grid (example: I'm moving from D5 to D1.) Do this in parenthesis, so we know that it is an out-of-character statement.
A (very condensed) example post:
Although in fear for her life, Addilyn gripped the dagger in hand. She was prepared for the worst when she took her first steps toward the orc, but the fact remained that he had stolen her cake, and she could not allow such a transgression to go unpunished. Tucking the hilt of the blade to her side, Addi rushed the brute, knowing that if she aimed her blade at the crumb on his chin, she would surely pierce his ugly mug. (H6 to E9)
In this example, our hero, Addilyn, is charging at her target. She originated in the square designated "H6", and ended in the square designated "E9". Since this is a melee attack, we can deduce that the orc in question is standing at any square adjacent to E9 (since Addilyn cannot occupy the same space). This means the orc is either in D8, D9, D10, E8, E10, F8, F9, or F10.
Also, since Addilyn is attacking in this post, she will need to roll an Attack Die. Somewhere around every "Reply" box, there is a link which says something to the effect of "+ Add a dice roll with this post". For any skill check, attack, or damage, you will need to roll the appropriate die.
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