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Alternative rules systems for a Dark Sun game?

Okay, here's a related, but more specific question:

What system has the best psionics rules that you've seen? Cool, flavorful, powerful, complex psionics. With mechanical support for interesting mental battles or psychic duels of some kind, ideally.
 

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I haven't seen too many games with psionics in them. 2e might be the best with the psionics handbook. It was defiantly complex and powerful. :D
 

Okay, here's a related, but more specific question:

What system has the best psionics rules that you've seen? Cool, flavorful, powerful, complex psionics. With mechanical support for interesting mental battles or psychic duels of some kind, ideally.

Other than D&D...? I think some version of Hero System is best suited to recreating all of the various elements that comprised Dark Sun mechanically.

I would personally use one of the following:

1.) Hero System 5th Edition Revised (plus assorted Hero System and Fantasy Hero books)

2.) Burning Wheel - Revised (plus the Monster Burner, Magic Burner, and Under A Serpent Sun)
 

I'd second looking into the One Roll Engine games. I've been looking at Wild Talents, their superhero game system (no relation to psionic wild talents from 2nd ed). There's a rules introduction here: WILD TALENTS

It fufills a lot of your requirements, but what I like most about it is that its power system is so flexible that you can model practically anything with it. I'm going to use it to run Rifts (if I ever get around to it).
 

OK, you don't like percentile systems, so I guess that rules out RQ, but I ran a short RQ2 campaign in the Dark Sun world, and it was a very natural fit.

The gritty combat, opposed rolls, lost limbs and etc worked very well. The primitive weapons which break all the time is like the basic bronze weapons of RQ. My old website where I put the rules up is offline at the moment, but I could put it in my blog or perhaps the wiki here if anyone was interested.

Cheers
 

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