Crazy Jerome
First Post
[MENTION=1879]Andor[/MENTION], I agree with you on the principle, though I think the early psionic example is not the best one for your case. It's a very clear example, but man were those rules clunky, with a touch of presaging the Shadowrun "net runner" problem. 
But yeah, there has to be some judicious selection of deliberately disjointed mechanics, and places where these are smoothed somewhat and places where they are most definitely not. That's the art part of design being applied to the whole to make it seem more like a story-telling tool and less like a mechanical construct. And of course a certain amount of that is illusion.
I also see this as an "investment of limited capital" type of issue. A design can only get away with so much disjointed behavior before it loses coherence. But it can also only get away with so much mushing things together (square pegs in round holes) before it loses coherence. So better pick the spots carefully. "Magic" having some unique mechanics is not bad, per se, because "magic" is a major chunk of the game that applies widely and deeply to characters, equipment, etc. "Grappling" is probably an extremely lousy choice because it is so niche, and as you say, unlikely to get a payoff worth the increased handling time.
That's not to say that I'd automatically make "magic" different just to make it different. There can and should be some overlap, if only to avoid the clunkiness of something like AD&D psionics, and forcing things one way is as bad as forcing them the other. But if a neat part of the design naturally leads to parts of "magic" needing something different, I wouldn't worry about it one iota.

But yeah, there has to be some judicious selection of deliberately disjointed mechanics, and places where these are smoothed somewhat and places where they are most definitely not. That's the art part of design being applied to the whole to make it seem more like a story-telling tool and less like a mechanical construct. And of course a certain amount of that is illusion.
I also see this as an "investment of limited capital" type of issue. A design can only get away with so much disjointed behavior before it loses coherence. But it can also only get away with so much mushing things together (square pegs in round holes) before it loses coherence. So better pick the spots carefully. "Magic" having some unique mechanics is not bad, per se, because "magic" is a major chunk of the game that applies widely and deeply to characters, equipment, etc. "Grappling" is probably an extremely lousy choice because it is so niche, and as you say, unlikely to get a payoff worth the increased handling time.
That's not to say that I'd automatically make "magic" different just to make it different. There can and should be some overlap, if only to avoid the clunkiness of something like AD&D psionics, and forcing things one way is as bad as forcing them the other. But if a neat part of the design naturally leads to parts of "magic" needing something different, I wouldn't worry about it one iota.