So hey, Paizo forums. I'm planning on running a Pathfinder game soon. I generally like the system, but do plan on changing a few things to make it more of the sort of game I want to run. Some of these things seem, however, like they could potentially break the living hell out of the system if I screw them up, so hopefully some of you guys can give me some advice.
First off, the whole "lol everyone flies" DBZ nonsense needs to go, so I'm going to severely restrict spells and items that allow flight. It just seems silly for the Fighter to be flitting about the sky, clashing blades like an anime character, when I'm trying to make a game with a grittier, more down-to-earth (Tee-hee) feel. Now, from what I've been reading, apparently the system is balanced around people being able to fly by like fifth level or something. Will me restricting flight break things? If so, what else will I need to change to keep things working?
Second, while magic certainly should be capable of doing things that mundane activity can't, some spells just get goofy. The setting is meant to be not quite "Low Magic", but not quite "Casters can do anything in six seconds with no downside" either. So to remedy this, I'm planning on using Words of Power (probably with a few specific Words changed up a bit, and possibly some custom ones added in to fill gaps in caster ability). This is because, honestly, it removes a bunch of ridiculous spells that do things that are either pointless, or so complex as to be silly. Not trying to destroy casters or anything, I just want to make their abilities a bit more straightforward, and a bit less Batman (EX:Buffing/Debuffing=Good: Direct damage=Good:Creating a magical mansion that exists outside of reality/demiplane/complex item that the wizard doesn't actually understand in any way=Bad). Does WoP do this, or does it just look like it does? I'm sure someone has tried it out at this point, so hopefully they can help me avoid any pitfalls that may be inherent in the system.
Third, due to magic generally being less common and less overpowered, things like guns and other technological devices will be comparatively common. Are there any good Pathfinder books, first party or otherwise, that have reasonable rules for a vaguely steampunkish sort of setting?
Finally, I plan on using the gestalt rules from Unearthed Arcana, partly because a certain part of the setting justifies some characters being significantly more powerful than others, and partly because I've played in several gestalt games that were extremely fun. Does Pathfinder handle gestalt well?
Thanks in advance. I mean unless no one replies to this, in which case we aren't friends any more, and I'm not giving back those PS3 games you let me borrow.