dtgreene: {quote about mama systems being to video-gamey}
I disagree. To me, the separation of spell casting resources into spell levels feels gamey to me. For example, pre-3e, you could have a character run out of lower level spells, but still have higher level spells to use. This, of course, can create odd situations. In the original Final Fantasy, which has a magic system similar to what 3e sorcerers use, you could realistically have a White Mage who still has plenty of MP left, but can't heal because she's already used up her odd level spell points.
Having a Mana pool was often a fix for this, but is house ruled so not an option in many games :P
On the other hand, I think Psionics in 3.5 did it right where each level up cost 2 more points. So a 3rd level spell was 5 points to cast, you could alternatively do 5 1st level spells, and doing a lot of lower work meant you were more effective if you didn't mind the extra time it took; Then again doing a lot of 1d6-2d6 acid spells vs a 5d6 fireball
AOE had huge differences in effect and ability depending on the situation and urgency.
dtgreene: In 3.5e, the rules actually state that psionics are magic. Dispel Magic, for example, can dispel psionic powers (provided one isn't using the "psionics are different" variant rule).
pimpmonkey2382.313: Except for it expressly stating that it's NOT magic (In 0e, 1e, 2e).
Have you tried to use the 2e psionics? It had a bunch of rule sets that made no sense to try and make it different. They were effectively wizards with much more wild chances of failure from what I remember.
Regardless, the source of their power is different (
outside vs inside, mana/pool vs mind), while the effect is the same. If you did dispel light, would it matter that the effect was generated by a man's mind vs casting from a scroll? It's still light.
Adding a new ruleset would require a lot of extra retooling for characters/groups if you suddenly added something no one could counter. It's far easier to lump it together.
A lot of systems do this too. I recall HeroSystem has 2, you have normal/physical, and energy damage. You also had normal defense and energy defense. That's it. Of course if you declared it was the type of say Acid energy then it was acid, and if someone had an armor that was half as effective vs Acid then you got an extra bonus from it, or maybe it was an armor that only protected against acid making it very specifically tuned, still the system's complexity didn't extend to far from the basic 2 types. Having more than that would be not only more annoying, but buying defenses for every little thing quickly costs too much and you can't do anything interesting!