A consensus on this will never be reached because people want different things. I respect your position which seems to be that you prefer a Street Fighter level martial but are ok with the Mythic Martial being an official option too even if you'd only use it once in a blue moon for a one off. I'm also for more options. I can pick and choose for my game.
But there is another parameter that makes these dicussions even more complicated. Where do you want each of these to sit in power compared to existing classess, particulary full spell casters?
Yes, that is certainly another issue. I can of course only answer for myself, which I have.
Where do
I see each of these sitting compared to full casters? I would be happy to see tier 3 at the Street Fighter level, personally, and reserve the tier 4 levels for the mythical martials with "superheroic" level capabilities.
Mythic Martial advocates almost always want it striving to be equal to a Wizard in power, agency, and solution to challenges. In fact, that's partly why they think mythical martials need to exist.
With Street Fighter / Heroic advocates it's not always clear to me.
So you want to design a Street Fighter? Where do you want this Street Fighter to sit in the power, agency, and solution to challenges? Are you trying to make it equal to the Wizard or are you good with it being just better than the current Fighter? [assuming the Wizard stays the same]
If full casters (not just Wizards, really) stayed the same, I feel martials definitely need improvement over the current classes. These improvements would reflect not just a power-level shift, but also additional features to make them more relevant in other pillars of the game.
Do I feel these changes need to make them rival full casters at the highest levels? Certainly not, because I see the potential for their agency elsewhere, and IME (limited though it may be at tier 4 with only one campaign making it to level 20) I feel keenly the importance of at-will vs. extremely limited usage (e.g. spells at tier 4, where at best you have 6 slots per long rest).
Of course I understand even with the "standard adventure day" of 6-8 encounters, a 20th-level full caster could likely use a single 6th+ level spell in each encounter they are likely to face. I don't think anyone will deny those spells can certainly change the course of an encounter, especially 8ths and 9ths! But so can the features of martials at those levels, even if not so strongly.
These are two very different goals. Equal to the Wizard requires some pretty creative solutions and might need to break the past design paradigms (introducing meta currency, narrative power, etc.). Just better then the Fighter can stick to more conventional design.
Yes, the goals differ. But from the OP (correct me if I am wrong
@Stalker0) the first aspect was to
examine magic and it ballooned into a hot debate about martials being unequal to casters. Part of the issue is how wide-spread and prevalent magic is to D&D, when it can accomplish virtually anything and make martials obsolete.
I am
all for nerfing magic and have done so at my own table in numerous ways. But a lot of people want to keep casters at their current power and bring martials up to that level.
Yes, it will require some creative solutions, but the
REAL problem as I see it is few people are trying to find
any kind of solution, and prefer to just keep debating the topic over and over.
I have posted a few times offering drafts for features to make martials better and (surprise, surprise) have received little feedback or comment on them. Frankly, as you know I am more than willing to work on this, so at this point I really don't care (for myself) if people want "superheroes" or whatever, as long as they start putting in the time to develop it.
Otherwise, if people just want to whine or debate the merits of having better and more powerful options for martials, there's little point in me bothering to follow it any longer. After a dozen pages in Part 2, and many more in Part 1, we've basically accomplished nothing.
This is part of the design difficulty. Spells effects in D&D are so wide ranging it basically covers anything -- short and long range movement, positioning and forced movement, physical enhancement, multi attack damage, divination, social enhancement, survival, creating obstacles, buffing, debuffing, etc, etc. If you limit martial abilities to never mimicing spell effects, what are you left with? And I'm just talking about effects -- of course they can and should be different fictionally.
And so this returns us to the OP and the breakdown of magic in D&D (having nothing, in and of itself, to do with martials).
I think martial features can certainly be different from spells, and others
might be spells if it is supported by the narrative of the feature. But the sum of it all (IMO) is this:
1. Magic is powerful. It allows casters to do things that without it they simply couldn't in most cases (if not all).
2. Because magic is so prevalent it detracts from roles other classes (martials) can play or fill.
3. Martials as designed in 5E fall short of the bar, rather drastically in some respects (when PCs can't even match IRL accomplishments).
4. Different groups want to see martials improved to different levels, some don't want to see any change at all.
And probably more...
I am going to bed. I have a long day tomorrow.