Except that they shouldn't be mundane.
OK. That's fair. But they are mundane(ish) according to the d20 rule set, and the question I'm interested in is why X-Men caliber metahuman abilities in one system constitute a little problem, while powers like CaGI and Inspiring Word are big problems?
I'm trying to understand the difference some people see (it may just be taste).
We can give supernatural abilities to normal PCs and consider them typical and status quo." doesn't mean that this is what should happen.
Again, I'm not so interested in "should". I'm curious as to why things that seem categorically similar between 3e and 4e provoke such different reactions.
D&D shouldn't be GURPS where there is a smorgasborg of abilities.
If you're in the mood to place blame, blame 3e.
Not arbitrary at all. Teleporting means that one can move without traveling through intervening spaces where effects and creatures can interfer.
Yup, been a SF/F since early childhood... I know the definition

.
What I mean be "arbitrary" is the way the ability is quantized: you can't teleport/you can teleport a few hundred yards/you can teleport anywhere in the same physical universe.
Contrast this with the way another d20 system --M&M-- handles it. Teleportation is available at any "level". At low levels, you can teleport short distances, measured in feet. At high levels, you can teleport (literally) astronomical distances. Works like a charm. There's no reason teleportation needs to be relegated to higher levels (and there's certainly no compelling reason for its lack of granularity).
That's what I meant by "arbitrary".
Movement powers should be scaled.
Wait... we agree!
Teleporting, even 25 feet is a huge advantage for a player.
Well, on this, not so much. It wasn't problematic in the 2.5 years my 4e campaign ran.
Magic doesn't exist anymore because everything is magic.
On this, I definitely agree.
Everything is at least a little magical in 4e.
Then again, I'm not sure how "mundane" an AD&D fighter with enough hit points to walk away from a fall off of a cliff in plate mail is, or a 3e rogue who can have a fireball erupt around her in an empty, cover-free room and somehow evade all damage -- without actually jumping clear of the blast radius...
"Everyone can be super! And when everyone's super, [laughs maniacally] no-one will be."
Every PC
should be super. It's the bulk of the supporting cast that should be mundane.
You mean like the invisible barrier that you mentioned for your Pathfinder PC where invisible barriers are more of a science fiction / comic book force field concept than it is anything out of mythology and folklore.
Yes, like that.
You appear to want your cake and eat it too.
Do I?
If you mean, do I appreciate both the 4e
and Pathfinder approaches, then yes.
Heaven forbid that the game have a power source that is just the muscles and sinews of the PC and not wierd esoteric supernatural abilities.
It's not a big deal for me. All D&D characters end up wielding their fair share of wahoo. Whether it's in the form a spell, an item, or nigh-superhuman moxie.
Everyone wants to be a fricking mutant.
Being a frikkin' mutant helps when you're up against dragons, giants, dinosaurs, and floating eyeballs armed with lazers...