Kinak
First Post
I've been running Pathfinder for about two years now and I'd say my only real gameplay issue is that I don't like how 3.x/Pathfinder handles monsters. I end up boiling them down to a simpler framework before I run them.
Balance leans lot more strongly towards single-classed builds than prestige classes, which I think is awesome, but some people aren't fans of. A few big offenders in spells got hammered down, but casters still have a ton of tools at their disposal.
From the player-side, I've found the game lends itself a lot better to just going with the flow rather than having a build from level one. Some feats still have pre-requisite chains, but a lot of the talent and feat choices are more one-off.
There are some gimmicky builds that rely on weird readings of the rules, but you sound like you'll have those well in hand. They typically don't pass the smell test to begin with, so I wouldn't worry about them too much.
The high levels work a lot better than under 3.x, but still aren't great. Using some of the Mythic templates from Mythic Adventures can help a lot with stuff like action economy.
Those are all pretty small concerns, though, honestly. I've just been running it totally open, using whatever Paizo stuff people can find and haven't had any problems with the PCs.
Oh, one actual warning: Make sure your non-casters get magical items or inherent bonuses or however you want to handle those bonuses. Skimping on magical items shifts the balance towards the casters.
For what it's worth, I'm a big fan of the Rise of the Runelords Anniversary Edition. It's basically a whole campaign for $35. Money well spent in my opinion.
Honestly, you could ban huge swathes of spells without it really giving casters problems. It's more a question of whether you'll annoy your players than anything else.
Cheers!
Kinak
Balance leans lot more strongly towards single-classed builds than prestige classes, which I think is awesome, but some people aren't fans of. A few big offenders in spells got hammered down, but casters still have a ton of tools at their disposal.
From the player-side, I've found the game lends itself a lot better to just going with the flow rather than having a build from level one. Some feats still have pre-requisite chains, but a lot of the talent and feat choices are more one-off.
There are some gimmicky builds that rely on weird readings of the rules, but you sound like you'll have those well in hand. They typically don't pass the smell test to begin with, so I wouldn't worry about them too much.
The high levels work a lot better than under 3.x, but still aren't great. Using some of the Mythic templates from Mythic Adventures can help a lot with stuff like action economy.
Those are all pretty small concerns, though, honestly. I've just been running it totally open, using whatever Paizo stuff people can find and haven't had any problems with the PCs.
Oh, one actual warning: Make sure your non-casters get magical items or inherent bonuses or however you want to handle those bonuses. Skimping on magical items shifts the balance towards the casters.
For what it's worth, I'm a big fan of the Rise of the Runelords Anniversary Edition. It's basically a whole campaign for $35. Money well spent in my opinion.
That'll work out fine for you. It's the "gentleman's agreement" at my table (the players don't summon monsters or use eidolons/companions because it slows down combat) and we haven't had any problems with it.One thing I've been discussing over at RPG.net is the effect of removing summoning spells from the game (any thoughts here also appreciated) as the cosmology I have in mind doesn't involve celestial servants of the gods. I don't think it will change much that I care about.
Honestly, you could ban huge swathes of spells without it really giving casters problems. It's more a question of whether you'll annoy your players than anything else.
Cheers!
Kinak