I don't have any issue with One piece as a game setting. I am not looking for in-world / in-fiction justifications. I just want to understand it from a
game rules perspective. So it would just be clear that humans in the One Piece setting can be supernaturally big or strong compared to real life humans.
I want:
- I would prefer the game to have clear game jargon for various different magical or supernatural elements. So rules interactions are clearly understood. Like anti-magic works on magic, but not supernatural things (as an example). What this means for setting could be different from setting to setting.
This is a problem ONLY because of Anti-magic. Nothing else cares or interacts with these things in an unclear manner. For Example, whether or not you consider psionics magical, a creature using psionics to cast detect thoughts can be counter-spelled or the spell dispelled, because it is still a spell-like effect.
The game jargon does not need to exist, except to satisfy a single spell that is poorly thought out and poorly worded.
- I have had several posts suggest that it is not a fantasy game if my humans can't do amazing unreal physical things (things people can not do in real life). I don't wish to gatekeep. I want to be able to play mundane characters and fantastic characters (and understand the difference) in the same rules (doesn't even have to be the same setting - it is all about clear rules for me).
That is basically what I am asking for, not sure why that is such a no go for some people. I am not trying to prevent people from playing anything. I in fact want everything to possible from playing a normal human to playing a literal deity.
This one is more complicated, and I think you got your wires crossed.
First, DnD humans are already capable of of this, because of Monks. It is already an established fact. The issue is that people keep saying humans can't do these things, and other pointing out that, this is fantasy, of course they can do these things if we say they can.
The issue I keep seeing is that people say "I want to play a mundane character" and they want a gritty, down-to-earth human fighter who would fit into Game of Thrones or Lord of the Rings. Which is fine... for low-level DnD. However, people want this character to continue, without a growth in power, to move from "Kill this Orc Chieftain" to "Kill this interdimensional dragon who is ripping apart the fabric of the multiverse"
Now, I don't think fighters exactly need a boost in combat damage, they are doing well enough there. But conceptually... Boromir at the height of his power cannot slay a dragon. He can't even solo a troll. So when you say you want a completely mundane human fighter... how do you imagine that works? Because every existing archetype for that character is a low-level character who can never face the foes of a Mid-level DnD campaign, and you want to take them to level 20.
And this is not a restriction on any other class, except the rogue.
Now, some people tackle this by declaring that we don't even accurately depict mundane fighters. A mid-level fighter should have auto-hit, a reaction to dodge all damage and make a full round of counter-attacks, be able to make debiliating called shots and essentially take six actions a turn. Which is one way to go about it I suppose.
I tend to go the other route. I tend to think combat is good, particularly attacks and damage, it handles mundane and non-mundane characters within the confines of the game. But out of combat... we need improvements. We need our high-level fighters and rogues to feel like experts in their fields, not just because they can roll a high number, but in abilities that those skills give them. And people want to label those as fantastic, or supernatural, or magical... and fine, sure. You can call it what you want, but go back to the first point... in terms of the game it doesn't matter, unless you want Anti-magic fields to shut it off. IF you don't? Then it doesn't matter what you call it.