D&D 5E Should martial characters be mundane or supernatural?

The definition, if I am correct, that the OP is using for mundane is not supernatural.


I'm asking about the D&D genre.

How many fighting styles is the typical D&D warrior supposed to be able great at?

As far as I'm concerned, as many as they get because right now they work just fine whether I'm in a party with a fighter or running one myself. Beyond that, it's an unanswerable question.

And how do they achieve this amount: Magic Items or Class Features or Feats?

However they need to. Again, unanswerable.

We know the current fighter and barbarian can be good at one style. So is the answer to the first question "One". Or is it "Two". Or is it "It depends".

We know the fighter is the most popular class so I would say the general consensus is "what they have right now works". I'm not going to try to make a judgement call, there is no yardstick against which to measure.
 

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I don't really see a problem. Even non-intelligent creatures will have some kind of behavioral pattern in combat, to taunt them you just need to exploit that to make yourself seem like the primary target. To taunt an ooze you may try to make yourself look just the right size for the ooze to consume, while to taunt a construct you could say something that triggers the targeting algorithm in a certain way.
One of the slippery bits here is that when you put the effect before the cause, you lose a lot of people's investment. If I have a character who can taunt, I don't expect it to double as construct hacking or natural knowledge. I expect it to annoy intelligent NPC's - that's a "taunt." I'd kind of expect your Charisma to feature into it. I'd expect to be able to affect foppish nobles more than it'd affect a town guard. It wouldn't necessarily cause folks to attack me (that'd depend on the folks, really).

This is part of what works against a "mundane" character (especially outside of combat) - if I can taunt, that's a verb, not an outcome. It's a cause. The effect it has may be somewhat defined, but no more so than a longsword. A longsword deals 1d8 damage, but it also cuts ropes, slices meat, gets you noticed as an armed brigand at the bar, is an heirloom from your grandfather, etc., etc. It's a prop that exists in a world, not just a button to push that deals 1d8 damage. A taunt is a thing you can do, not just a button to push to get creatures to target you.

Once we start justifying the effect by changing around the cause, we're playing a bit backwards for a lot of people. The point of having a taunt is not so that I can control targeting in combat - it's so I can roleplay a SUPER ANNOYING character who can get under peoples' skin.

Magic doesn't have to deal with this kind of thing because arbitrary limits and abilities are fine if "it's magic." If I use my psychic powers to force an enemy to fight me, I don't care too much if it's an ooze or a construct or an undead or a town guard or foppish noble or what. Magic knows what a "creature" is, magic can make a "creature" fight me, game on!

If you introduce a mundane taunt for the purposes of controlling attacks, then you're in some misty territory where it doesn't always work like a taunt (yes, you can...annoy...the...ooze?) or it doesn't always work for the purposes of controlling attacks (you make the foppish noble angry and he storms off in a huff).

It's like the difference between a mundane "insult" ability and vicious mockery. If these two things work like each other, but are distinct, you get a buttload of corner cases, questions, and kinked assumptions. Just give a fighter vicious mockery and dodge the whole circus.
 




One of the slippery bits here is that when you put the effect before the cause, you lose a lot of people's investment. If I have a character who can taunt, I don't expect it to double as construct hacking or natural knowledge. I expect it to annoy intelligent NPC's - that's a "taunt." I'd kind of expect your Charisma to feature into it. I'd expect to be able to affect foppish nobles more than it'd affect a town guard. It wouldn't necessarily cause folks to attack me (that'd depend on the folks, really).

This is part of what works against a "mundane" character (especially outside of combat) - if I can taunt, that's a verb, not an outcome. It's a cause. The effect it has may be somewhat defined, but no more so than a longsword. A longsword deals 1d8 damage, but it also cuts ropes, slices meat, gets you noticed as an armed brigand at the bar, is an heirloom from your grandfather, etc., etc. It's a prop that exists in a world, not just a button to push that deals 1d8 damage. A taunt is a thing you can do, not just a button to push to get creatures to target you.
A wise person once explained why people can have problems with that approach.

 

Mundane.

In 1E they made up for their lack of magic by being able to wield +5 magical talking swords.

While magic users had to deal with high magic resistance monsters.

Seemed to work out fine.
Not 100% sure if I'm on board, but I can see this solution appealing to a versimilitude-based crowd. With the definition of versimilitude being folks without magic are real world Earth folks.
 

We know the fighter is the most popular class so I would say the general consensus is "what they have right now works". I'm not going to try to make a judgement call, there is no yardstick against which to measure.
WOTC is literally changing that in the next new PHB.

So they found is "what we have now" doesn't work.

And even more Jeremy Crawford today stated that there were high popularity low satisfaction classes and low popularity high satisfaction classes.

Now if the mundane warrior is supposed to be able to specialize in 1-3 fighting styles and the mundane expert is supposed to be able to specialize in 4-8 skills, then we should just choose whether it is a supernatural or nonmagical process or both.
 


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