Quote Originally Posted by Cluedrew View Post
I just a thought, we seem to be talking a lot about whether it would be called magic or not, if this should be considered world building or not. But is there any actual disagreements, major statements about the guy at the gym fallacy? Or does anyone disagree with the following statement.

Regardless of a character's archetype or skill set, all characters and character abilities should be given the same standards of plausibility.

At least in broad strokes, I can think of one corner case where it doesn't apply (which is to say when the implausible powers are so weak normal abilities can over power them) and I'm sure particular setting concepts might want to go against this. But is there anyone who thinks that this is not a good guide line or starting point?
I love this post, so decided to reiterate. Well, at the very least for player characters in a cooperative class and level based tabletop roleplaying game...

Quote Originally Posted by Cluedrew View Post
Back on topic: For abilities that it is appropriate for a martial to have, well I've got a few major types and I'll give a few examples for each.

Technical - Based on control, refinement and execution: Cutting the wind (ranged attacks with melee weapon), aiming for the right places to disable an enemy, extra defences and reactions and various special techniques.

Strength - Raw power and toughness: Basic applications of strength like lifting might be underestimated (lots of supplies, moving things out of the way), throwing large objects is handy (as a siege weapon), the ability to stay rooted against immense force, shockwave attacks and of course wielding a really big weapon.

Agility - Speed and flexibility: Wall run and other acrobatics, stealth and sneaking, slight of hand tricks, accuracy, rate-of-fire and trick shots with ranged weapons (rate of attack with melee weapons attack), dodging and always going first.

Will/Emotion - Based on overriding the bodies normal limits: Super-states, continuing to fight unhindered by injury, sensing danger and resisting or ignoring magical effects.

Auxiliary Skills - Other non-magic abilities I think fit a "physical" or "worldly" character: Cooking so tasty it functions as healing potions, singing and preforming to inspire (as bard), camouflage, disguise, lying, construction of safe shelters, negotiation and bartering, crafting effectively magically items, leadership and communication.

Semi-Mystical - Magic but from a body based view point for characters close to the line: Enchant weapons and armour, identify spells and other magical effects, controlling spirit or ki, calling magical allies, disabling or negating magical effects with physical actions.
Quote Originally Posted by Pex View Post
Things high level warriors could be able to do:

Apply negative conditions such as blind, paralyzed, stunned, significant minus numbers to various game statistics or disadvantage for games like 5E that have it. Flavor text it as "called shots". Can apply multiple conditions, eventually in one attack, and also against more than one foe at a time. Doing so should be in addition to raw damage or the condition lasts long enough to be worth not doing damage instead since imposing death is the ultimate condition wanted.

Ignore exhaustion. Can do physical activities at near limitless level - running, climbing, swimming, etc. Movement speed is unaffected or even better increased regardless of movement type. Movement type becomes glorified flavor text. I can acquiesce flying remains requiring magic (tech) or racial feature, but jumping a great height or distance to simulate flying for that round is fine.

Be resilient in defense. That does not mean immune to everything or resistant to everything, but rather have a fair chance defending against harmful effects. Particular immunities or resistances are fine. It's also ok to have a weakness as long as that weakness is not for such a popular mode of attack every bad guy is doing it.

Specialize in an ability score. In D&D terms Superman like strength or Flash like dexterity or Wolverine like constitution etc. Effects are commensurate with the gameworld/system but have that one thing they are very, very good at.
And any decent attempt at listing mechanics candidates are good in my book.