And that's another issue. D&D characters literally never get seriously injured. In any edition. If you're on 1hp you're every bit as functional as full hp. If you want to call that "mundane", I can only disagree.
I agree completely, but that's a
whole different issue!
Fully functioning a 1 hp has been a long-standing issue for many people. I don't have an issue with that because of my understanding of what hit points represent, but that is also a different issue.
There's surviving and there's walking away. I'll admit that I said surviving when I meant walking away.
Fair enough. I've have to look for it, but I know the record for falling and literally
walking away was something over 10000 feet IIRC. Either way, it was a ridiculous height. Common, no, but nothing magical or super heroic about it, even if
awesome.
A hit from a high level fighter with a sword should be a save or die attack simply because it's a long and sharp piece of metal wielded by a skilled user. There shouldn't be ablative armour for everyone against fighters. And fighters should be able to one shot e.g. ogres (59hp in 5e).
Well, to a point I can agree with this. Due to the HP bloat in 5E (and other editions), you need mechanics to represent such skill. We've been toying with a "mook rule" at our table. It stemmed from the idea of Gandalf riding in front of a troll at Minas Tirith (?) and one-hitting it so it dropped.
Our idea was something like if your half your level equals or exceeds the CR of the creature, you "kill it" on a critical hit, regardless of hit points. Admittedly, we haven't play-tested it and it is low on our list at present, but you get the idea. This would allow any fighter of 4th level or higher a chance to one-hit an ogre. If you don't want it to be on a crit, make it a save or something.
IMO 12th level is the highest viable cap for the class based on the way it's written. I also find that the two "gatekeeper" spells are Fly and Wall of Stone. Fly for when spells really start to render some of the fighter's strengths irrelevant and Wall of Stone giving the ability to permanently strategically effect the world for temporary resources in ways the fighter never can.
While I understand this, fighters have strengths casters don't. Sure, a wizard might fly, but nothing stops the fighter from shooting him with a bow or something, and since
fly is now a concentration spell, that wizard is in trouble if he fails the concentration check!
Fly is also a limited resource due to spell slots, and a fighter can have a whole heck of a lot more arrows than the caster has spell slots!
And Wall of Stone can be permanent, but why would a fighter want to do it? They have their own things, even if what they can do is not as varied as the wide array of magic spells available to casters. Even if you wanted to, a fighter
could build the wall. It might take him all day and he'll need the resources, but he can do it. A caster might make a
Wall of Stone, but unless they have multiple higher level spell slots, they aren't doing it more than a couple times...
Anyway, I don't see much point in debating examples. Instead of trying to make it so martials can do things casters can via magic, I would focus instead on giving martials their own things.