EquestrianScholar wrote:A small problem with that argument is that the power level of D&D/Pathfinder is far greater then that of MLP:FiM. Heck, if we were to be completely honest and try to have Pathfinder match up with MLP:FiM... Ponyfinder would be a low magic campaign setting, not only one without deities and religion thus no divine magic.
I'm not sure I see that as being a problem - as they say, "it's a feature, not a bug."
MLP:FiM and Pathfinder (in its default) are two very different animals with regards to quite a few things, and the two don't mesh perfectly unless you're willing to alter one or both of them. As you noted, a Pathfinder MLP game would be very low-magic, and wouldn't have a lot of the things that are in the Pathfinder Core Rules.
(Though "Ponyfinder" is different from those - Ponyfinder is its own thing, and in fact shows how different things would be if you were to try and apply Pathfinder as-is to MLP.)
The problem with this though is it takes away from the High Fantasy enjoyment many take from Pathfinder, as really even for the Mane Six they have defeated the threats they have because of a powerful Major Artifact not their own power... now as unlockable powers, though the details are uncertain.
Well, again, I don't see that as a problem. Wanting something to be something it never was strikes me as counter-intuitive. If MLP never had divine magic used for healing, and nopony ever threw lightning bolts and fireballs to solve a problem, then why would you be upset that your recreation of Equestria for use with Pathfinder doesn't allow for those options?
Now, if you want
to alter the setting - possibly radically - right off the bat by allowing those options to be on the table, there's nothing wrong with that. As they say, play the game you want to play. But don't be surprised when this makes it feel very different from how the show presents Equestria and its ponies.
One needs to consider... how much are you willing to take away from Pathfinder the game it is supposed to be, just be canon since the magical power levels are different. Celestia and Luna may not technically have the power of D&D/Pathfinder deities but neither can you perhaps even half of what magic in in D&D/Pathfinder offers.
I don't believe in "supposed to be" where Pathfinder is concerned. Tinkering under the proverbial hood - especially to make the rules match the setting - is as old as RPGs themselves are (actually older, but that's a technicality). As such, for me it's obvious that you should use the rules that serve to help recreate Equestria as the show presents it, tweaking them if necessary to make them do what you want, and discard the rest.
Make the rules serve the game world, rather than the game world serve the rules, is how I look at it.
I see Ponyfinder being a campaign of give and take, of compromises, since MLP:Fim and Pathfinder are very different settings.
Pathfinder isn't a setting, per se (though Golarion is). Rather, it's a set of rules that you can use to run things your way. As it stands, it's not quite the "toolbox" that it imagines itself to be, however, simply because of how much it interlocks various subsystems and doesn't make it obvious how things can be changed and altered for the convenience of the players.
Now, you can make only a handful of changes and additions to the rules, throw in the ponies, and call it a day, and there's nothing wrong with that. But that leaves you gaming on Everglow, rather than Equestria...though as David has showcased, Everglow is quite the kick-ass game world unto itself.