No real disagreements to any of that. The main thrust of my argument is that within D&D magic is commonplace enough that the usage of it would fall under what a reasonable person would consider "mundane". Now Mundanes like Fighters and Monks lack of access to such is a problem of design not of the concept as a whole. In a world were fire-breathing dragons build dungeons to count their coins there is an odd disconnect that the best a fighter can do on his lonesome is get a sharp stick and charge but again this is a failure of the design and not of the universe as a whole.
Really, the fact that the magic system for D&D is broken is really the fault. At some point access to magic or magic-like abilities becomes necessary, as you pointed out. My contention is simply that magic is mundane enough in the universe of D&D that it is the fault of the design of mundanes, not the vague concepts they represent that mundanes fail at high-levels. There is no incompatibility between mages have reality warping powers and warriors doing reality defying things within the framework of a world where being a hippy allows you to call lightning from the heavens and transform into a bear.
I will again point out the ToB fixed a number of concepts such as the fighter (warblade), paladin (crusader/RKV) and swashbuckler (swordsage) and for most non-grognards is keeping well within the flavor of D&D as a whole.
But I will agree that the core mundanes conceptually fail at high-levels and would need to be reimagined like ToB did in order to stay relevant.
I think our only disagreement is one of terminology. I'm using mundane to indicate something that (on the whole) stays within the limits of human performance, not something that isn't overtly magical. But yes, with that clarified I agree.
And thank you for the very pleasant argument on this subject. It is very nice to have a disagreement with someone that does not involve petulant rhetoric.
Likewise.
I actually totally disagree with this.
I've mentioned this before, though it might have been the old boards. D&D is a game that in large part revolves around combat. So, being able to be really really good at combat is, I think, enough to be totally interesting and relevant besides someone who can warp reality. That is, provided warping reality does not get to mechanically trump whatever the combat abilities are.
Allow me two examples that may try to illustrate my point. First, in Diablo II, the fact that the Sorceress has the ability to teleport (something closer to "warp reality" on the spectrum) and the Barbarian can just hit things, doesn't really matter b/c hitting things in large part is why you're there and the Barbarian is really really good at it. You can substitute Skyrim or whatever your favorite flavor of action RPG is for the same argument. Likewise, the Incredible Hulk or Superman are both totally viable archetypes in comic books and comic book genre RPGs even though there are reality-benders out there like Doctor Strange, Doctor Fate, Reed Richards, and the new rainbow coalition of Lantern Corps. It's only when the latter get to invalidate the former that you run into problems.
Diablo is a problematic example, I think, because there's not a lot you can do to wreck the story. You can't do a scry-and-die on the final boss, set up an interplanar shiftspice cartel to drive him into bankruptcy, excavate a hole under his castle to cave it in, or any of that sort of thing. All your problem resolution is accomplished through combat, which makes the Barbarian completely viable alongside the Sorceress. I think. I've never actually played it, so correct me if I'm wrong.
Hulk and Superman are characters that I'd argue do have reality-bending powers. Hulk's strength has no real upper limit, he's more immortal than practically every other immortal, and apparently he's done things like punch some villain so hard it created a cosmic rift/handle the core of a black hole/hold a collapsing planet together. Superman has all sorts of crazy powers--flight, space travel, time travel in certain versions, crazy strength, and practically anything the writers wanted him to have. So I'd say they probably belong in the latter crew.
You could cite things like Batman, and that would be harder for me to defend. Batman is explicitly not superhuman, but he can keep up by virtue of his conditioning, gadgetry, intellect, and other assets. He's supposed to perform on the level of those guys and take on cosmic horrors, though, so whether you actually consider him superhuman or not depends on whether you're just looking at his inherent capabilities or the level of power he can bring to bear.
Another example might be Shonen anime. "Bleach" is one of my guilty pleasures, and there's a lot of magic there, but it takes a backseat to the face-punching for various reasons.
I'm not familiar with it, so I can't really comment on that particular universe.
Finally, I'd like to add that there's a long, long tradition in fantasy literature of heroes beating magical casters and entities through either grit or cunning. In part, this is b/c magic is relatively limited in a lot of these cases -- often more mind-affecting, illusions, or summoning. Even in a highly magical environment (viz., Elric of Melnibone) this could be the case. I think it's more a mechanical thing, or perhaps a product at how broad D&D magic is -- namely that it can do anything -- that might be an issue.
Yeah, actually writing up a wizard who pulled out even a few stops would result in something that sounded like Elminster fanfiction. There's no stopping him unless you have magic of your own and/or powers of a comparable level. It's entirely possible to emulate these fantasy stories where the mighty-thewed Jorin of Yoldorf beats in the face of Xilvar the Enchanter and rescues the princess, and you can even do it in 3.5. You just can't do it for very long.