I do think you rightly have a valid concern about adding more new systems to the game. Where I would push back, however, is that, in general though not necessarily with you, this point is not evenly applied, but often restricted to psionics. Although we may say that all casters cast spells, there are different systems and substems at play. The warlock casts spells, for example, but pact magic operates differently than a wizard or sorcerer's spellslot spells per day system. Likewise, the monk does not operate off of spells, but has their abilities, including spells gained from subclasses, fueled by their ki points. We already have multiple concurrent magic systems in the game. (The artificer will also be adding a new system to the game via their infusions.)Argument by improper analogy. The problem with psionics is not that they introduce a new class to the game. The problem is that they introduce a new system to the game.
I believe a lot of these concerns have been addressed in the 3.5+ editions. (And it sounds that 3.5 and Dreamscarred Press's take on psionincs would serve your purposes best as they more concretely address these points that you raise.)If you look at a set of psionic rules, whether we are talking about GURPS or D&D, typically there are not only large questions around how psionics work differently than magic, but whether they are balanced with magic (typically, the systems are too different for them to be ever balanced), and most complicatedly at all, how they interact with magic. For example, do psionics work in an anti-magic field, and does spell resistance effect them? If you have something that makes you immune to the spell 'clairvoyance', are you also immune to the power 'clairvoyance'. If you find a wand of clairvoyance, and you know the power 'clairvoyance' can you treat the wand as having a spell that is on your caster list? And on and on and so on and so forth.
Here is another set of presumptions that I find contentious, namely that (a) psionics are incongruent with the pre-existing magical systems, and (b) that the magical system is presmed as "coherently explained," which is a particular sentiment that may be far from universal or true. For me, D&D does not present a coherent magic sytem. The distinction between divine and arcane magic, as is often the case, is one of those D&Disms that I personally find incoherent. I can at least sympathize with your distaste for psionics from a similar perspective of my distate for the arcane/divine magic divide. The simulationist in me would prefer a more universal magic system. For example, Arcana Evolved is one such universal system that still clearly draws on D&D in its approach and familiarity (and it clearly influenced the 5e magic system).For myself, as a DM with simulationist leanings, equally problematic is explaining in game what exactly psionics are coherently alongside an existing coherently explained magical system.
I do think you rightly have a valid concern about adding more new systems to the game. Where I would push back, however, is that, in general though not necessarily with you, this point is not evenly applied, but often restricted to psionics.
Although we may say that all casters cast spells, there are different systems and substems at play. The warlock casts spells, for example, but pact magic operates differently than a wizard or sorcerer's spellslot spells per day system.
Likewise, the monk does not operate off of spells, but has their abilities, including spells gained from subclasses, fueled by their ki points. We already have multiple concurrent magic systems in the game. (The artificer will also be adding a new system to the game via their infusions.)
I believe a lot of these concerns have been addressed in the 3.5+ editions. (And it sounds that 3.5 and Dreamscarred Press's take on psionincs would serve your purposes best as they more concretely address these points that you raise.)
Here is another set of presumptions that I find contentious, namely that (a) psionics are incongruent with the pre-existing magical systems...
and (b) that the magical system is presmed as "coherently explained," which is a particular sentiment that may be far from universal or true.
For me, D&D does not present a coherent magic sytem. The distinction between divine and arcane magic, as is often the case, is one of those D&Disms that I personally find incoherent.
I can at least sympathize with your distaste for psionics from a similar perspective of my distate for the arcane/divine magic divide. The simulationist in me would prefer a more universal magic system.
That flavor was much more pronounced in 2e and, especially, 1e, it wasn't just the names, it was what many of the disciplines & sciences did & how they worked, not that there was much separation between fluff and crunch back then, but terms like synapses and molecules permeated classic psionics.Yes. I think I understand where people are coming from when they think of D&D psionics as sci-fi (with power names like "Id Insinuation" for instance) but I think they are giving too much credit to that flavor and not enough to the way other editions have represented it.
D&D has a long history of 'orientalism,' starting with the Monk and the 1e Oriental Adventures supplement, in which there was a mechanically-superior orientalist version of every class, every one of which had some sort of 'Ki' power.Is there really anything un-D&D about the Eastern Mysticism flavor? No, of course not. It's extremely appropriate in a fantasy game.
Not true, the 'no more new sub-systems' card is also played against new weapons, new archetypes, and of course, new classes, especially the Warlord.I do think you rightly have a valid concern about adding more new systems to the game. Where I would push back, however, is that, in general though not necessarily with you, this point is not evenly applied, but often restricted to psionics.
Yep, but they all reference spells, so though the system is different, they can re-cycle large portions of the existing rules.Although we may say that all casters cast spells, there are different systems and substems at play. The warlock casts spells, for example, but pact magic operates differently than a wizard or sorcerer's spellslot spells per day system. Likewise, the monk does not operate off of spells, but has their abilities, including spells gained from subclasses, fueled by their ki points. We already have multiple concurrent magic systems in the game. (The artificer will also be adding a new system to the game via their infusions.)
It's certainly doesn't model magic found in most of the broader fantasy genre at all well. It's coherent enough mechanically, though, as any remotely workable system would have to be.Here is another set of presumptions that I find contentious, namely that (a) psionics are incongruent with the pre-existing magical systems, and (b) that the magical system is presmed as "coherently explained," which is a particular sentiment that may be far from universal or true. For me, D&D does not present a coherent magic sytem.
Actually, I think the current mystic would work well as the class for the sorcerers in David Eddings's series of books.
Works pretty well for Raymond Feist's Magician series too.
Interesting, I had no idea that series was inspired by a D&D campaign. I don't recall alot of D&D references in it, but it's been a long time since I've read those books.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.