Wow this thread didn't just grow legs, arms, a torso, but it graduated highschool. Wow.
You have watched the edition wars? 4e did nerf the damn spells. And IMO rightfully so. People for whatever reason hated that. They claim it makes magic no longer special.
I think (since I am one) that people hated 4e not because they nerfed spells. But basically what they turned spells, magic, non-magic, and generally speak all mechanics, HP and the pretty much most aspects of the game into.
Nerfing spells, specifically making them less powerful, isn't a problem.
Bringing them IN LINE with every other class - a problem.
Forcing everyone into the same power structure for 'balance sake' terrible idea.
Increasing the fighter, and all non-casters, to be parallel and equal to casters muddied the concept of magic is special. Mostly because it wasn't anymore.
Take a poll of 3.5/PF players that still play that, even the ones that exclusively play it and never tried (or did?, whichever is worse for the my example) 4e. Ask them if they find spells to be OP and needing of a nerf? I'd bet that ALMOST ALL would say they need a nerf. What they don't need is to be turned into (3.5) warlocks. Generally speaking 3.5 didn't like the warlock very much and so making all wizards into the warlock was a bad idea.
Now, take another poll, and ask how many would want ALL classes to be as powerful as the wizard. Again, you are going to find almost all to say they don't. That is part of the point of being a wizard, having special magical powers. The point of being a mundane fighter is in some sense to be mundane. If fighters are now as magical as wizards (a necessity to explain them in 4e) then it becomes a problem.
So, this problem you have laid out is false.
The solution, as already tried by 4e, is not to increase everyone but is instead to decease the problem. Fix the problem, don't solve for a different one that didn't exist. (Yes I recognize that 3.5 fighters are weaker than they should be but by in large THEY are not the issue.)
On the other hand the idea that the game should be Casters and Sidekicks (which is what it is if only some people have narrative control) is OK ... if you are explicitely playing Ars Magica. If the game sells itself about being about the casters and their sidekicks who do not have narrative control and therefore can't alter the plot but are useful assistants.
Arthur was the sidekick? Who knew. Because clearly Merlin was the one with the magic. All Arthur had going for him was a fancy sword (that he didn't make but was instead made by a caster). But somehow now that is a problem now?
Some of us think that choosing to play a fighter shouldn't mean choosing to be a second class PC. And that the heroes of fiction and myth are normally the fighters or the rogues - who generally show abilities far above those the D&D fighter has.
Some of US don't feel playing the fighter IS a second class PC. You are right on the "most from myth are fighters/rogues".
Should D&D be about Casters and Sidekicks? If yes, should it be branded as such and if not why not? If no, what should be done about it? More useful abilities for the non-casters? Metagame powers for the non-casters? Cinematic or even mythic abilities for the non-casters? Seriously nerfing the casters? Niche protection for the non-casters so that were they are strong the casters can barely compete?
As repeatedly suggested, here and elsewhere, the problem isn't raising non-casters it is reducing casters. There are dozens of ways to do this while keeping wizards strong but making them no longer impossible to kill.
The fighter is mundane. The wizard is magic. Magic > mundane. Is this the way it should be? No, but it's the way it is commonly perceived. And the fighter needs to stop being a mundane.
Premise 2: Fighter is mundane, check.
Premise 1: Wizard is magic, check.
Conclusion: Magic > mundane ... err.. sure, check.
Is this the way it should be? Except for that final conclusion? Yes, probably.
Over in the 14th level rogue vs dragon thread, a few posters are screaming to high heaven that the dragon shouldn't be hurt by mundane means because the rogue should be held to the same standard as a mundane human being. And you know what? That doesn't work. Let's take some mundane human beings, such as Usain Bolt, Michael Phelps, or any other Olympic athlete.
Now what the hell are they going to do against a dragon, or a demon lord, or even a CR 3 shadow?
Correct. They aren't going to do anything against those things. For the record I'm going to come down in the highly resistant group as opposed to the purely immune but for this argument it is more or less the same.
The answer is nothing. Because when you get out of the realms of something mundane humans can hurt, no amount of human potential is going to save you. You need something special of your own. And the D&D fighter, who's sole claim to relevance is "hits things harder", does not have that. You cannot have magical entities with abilities designed to screw over mundane humans such as incorporeality AND give mundane humans the ability to fight them. You can have mundane human level shenanigans, you can have crazy-high superheroic screw you monsters that are immune to weapons Gygax-style, you cannot have both!.
Have you ever seen the show Supernatural?
I ask because the two main characters of the show (brothers) are mortal men.. who routinely kill things that are magical. They kill things that are highly resistant and/or immune to MANY forms of normal killing. How do they do this? Implements. Would a pure caster, a
magical demon/god/angel/whatever, have an easier time killing these immune things? Absolutely. And yet, time and time again the brothers have shown they can handle things things just fine if they have the time, preparation, resources, or gumption to get it done. They don't need magic.
Now, back to the quote.
Can we have it both ways, with mundane "fighters" and magical (and largely immune) monsters? Absolutely. In this case the fighter is not merely a "hits things harder" (though they certainly do) nor more accurately (often getting headshots with their guns) but they are also highly resistant themselves (more HP ftw!). All of these things have been standard with (to my knowledge) every incarnation of the fighter. They don't however need supernatural powers to be effective.
So, yes, you can have mundane means defeating supernatural forces. They just need a leg up. I don't see anyone arguing they shouldn't get it.. except you in this post.
Many people will claim that this problem is solved by giving the warriors magic items. Most of these are inferior to wizard spells. It's a callback to the old Conan stories where Conan was going up against horrible thing of the week #57 which was immune to swords or whatever, and he mysteriously found the plot blade/had a wizard help him/had a dream from a deity/whatever. And this just doesn't work. You either have the question of "why not give it to the people with actual powers who can use it better," or the question of "why are these people crafting things which they can't use and can be turned against them?" And of course trying to disguise the fact your character is a commoner with bigger numbers who owns a hat of disintegration.
Right, so the solution here IS gear. The fighter needs to hit that incorporeal creature? Ghost touch weapons exist. They need to fight that balor, demon-bane weapons exist. They need to breath water? Water-breathing rings exist. Do you know what they don't need? ANY of these abilities built into their class. It has nothing to do with the aspects of hit things harder, more accurately, take more damage.
Also, "these people crafting things" as you describe them are not going to be as good at hitting things, as innately. If I had the training I could build a fire extinguisher. I'm still going to send the firefighter into the burning building. If I am the lady of the lake I know that excalibur belongs to Arthur, I don't go out and fight with it myself.
Now, if you want to have both magic crazytown with incorporeal ghosts, adamantine-skinned dragons, teleporting flying demon wizards, and the rest of that stuff while still having a totally mundane fighter class....well, you can't have it both ways. You can give the fighter powers like Beowulf, Archbishop Turpin, and other mythological heroes the fighter is supposedly based on yet doesn't represent very well. You can not have magic crazytown or phase out the mundanes after a certain point, but you simply can't have Michael Phelps fight Zeus and win. It just wouldn't happen. You can have Sir Bob the fighter awaken his demigod blood, pull mythic superhuman feats out of his ass Beowulf or Pecos Bill style, or have him pick up magic at some point and become a death knight, hell knight, or whatever, but he has to exceed the capabilities of a mundane human being at some point in his life or he'll just be stuck as the dead guy in magical crazytown.
I don't know what you mean by "crazytown" exactly...
But you are right, Michael Phelps ISN'T going to go fight and take down Zeus. Who is saying he is supposed to? If he DID have some demigod blood in him, a magical weapon, death knight training then fine these are feats FAR exceeding his natural talent to swim quickly.
High level characters will have access to these things, low level characters don't need them (or haven't found them yet). What is the problem, other than you want Joe the <insert job here, I felt like..>Barber to go fight Zeus one-on-one with nothing to help him out. Or you want Bilbo to single-handedly go slay Smaug in his lair... bypassing that whole BATTLE thing with an army?
The worst part is that he can be easily replaced by charmed, dominated, animated, or summoned minions who go in front to take melee hits. And you don't need to waste spell slots healing those. At high levels, you could make the argument that there's no IC reason to bring a fighter - he's endangering himself and causing the group to waste resources, and the only reason you brought him along is because Steve the player is a good guy and you still owe him five bucks for pizza.
What's wrong with that? If a rogue can be replaced by a charmed, dominated, animated, or summoned minion there is no problem - as long as he has the same set of skills. Is the problem here that the wizard can do these magical abilities and no one else? The wizard has too many options available to him. The wizard can do all these things. To me that seems like a problem with the wizard, not with the fighter. But perhaps I'm missing something...?
Also, would it be a problem if these options (perhaps in the form of rituals) were available to anyone who took the time to learn the trick to getting a monster/minion to do their bidding? Or would you then be worried that all wizards were going to be replaced?
One of the things the designers discussed early on may be of relevance here.
The mentioned that one of the issues that started to creep up in 3rd edition (especially towards high levels) is the weakness of damaging effects. Damage did not keep up compared to incapacitate and death spells, so players started favoring those more.
Yes, and so far in 5e we have a similar problem. That is signfiicantly more of a problem relating to HP and damage scaling than it probably has to do with those kinds of disabling effects.
As you said, "death is the ultimate status condition" and so long as it is easier or as easy (or quick?) to kill someone dead as it is so disable them in one fashion or another then that seems like the problem is solved.
Again, seems like a problem with the wizard getting too many/too effective at disabling enemies than the fighter's overall damage - at least most of the time.