The Beginners Box set in a nutshell. First, there is are no rule differences for most of the mechanics found in the Pathfinder Core Rulebook, just less of these rules. That said the more important changes are as follows: Races Only Dwarf, Elf, and Human Classes No favored classes or bonuses. Armor proficiences are class features either your class can use a certain armor or it cannot. Cleric – Does not focus and discuss Domains, as they are still there, but are no longer a primary focus of the class and are automatically chosen based upon your chosen patron. Fighter – Has some feats automatically gained (Weapon Focus and Weapon Specialization) Rogue – Smaller section of Rogue Talents Wizard – Less Schools to choose from (Universalist, Evocation, Illusion), no Bonus feat at Level 5 Skills Less Skills to choose from, Appraise, Craft, Disguise, Escape Artist, Fly, Handle Animal, Intimidate, Knowledge (Engineering, Nobility, and Planes), Linguistics, Perform, Slight of Hand, Survival, and Use Magic Device have all been removed. No Taking 10 No Taking 20 Feats A lot less to chose from. Equipment No maximum Dex bonus No armor check penalty No arcane spell failure chance Combat No Attack of Opportunities No Charging on Surprise No Combat Maneuvers or Combat Defense No Concentration checks to cast spells, you cannot cast spells when you are next to an enemy unless it is a touch attack spell. Ranged attacks can only be made if you are 10 or more feet from the nearest enemy. Other No Ability Damage, abilities or spells that cause this effect have been removed. No Level Drain, abilities or spells that cause this effect have been removed. Poisons mostly give sickened condition Now most of these would be used, however the races would not be limited for example by this or by Pathfinder Society. The additional races are all selectable with the exception of races as you mentioned that you would not be able to pick alternate abilities etc (no rating system adjusting basically) as this does lead to power gaming, min/maxing,etc. Not normally an issue but sometimes there is that one player who makes a super character that makes all the other players feel like a fifth wheel and thus do not have fun. That is what is trying to be avoided in all honesty and PFS does this job very well. As for the Beginner Box, I have tried removing various PF core aspects to see if the game still "runs". Removing AoO did not cripple a fighter or rogue as they are able to move into position easier and to targets safely without having to 5 foot or rely on party member magic to get them into position safely during a combat. I am curious as to what other players would think if they saw these rules and as you pointed out possible flaws in including these rules. The removed classes is not for stream line, it is all due to story and setting for the campaign with those specific classes. Sorcerers, oracles, etc all work normally. The item creation was another part of the system that PFS removed for many reasons, mainly from what I have seen balance and fairness. The minimum "down time" in between adventures would be 28 days. This is to allow players time to do in character actions they normally cannot do in a dungeon complex such as visiting the inn they purchased, taking care of NPC family members, etc. This can be used for item creation outside of game but the balance issue remains. My thoughts were how would players think about a game that used PFS item creation rules? Didn't think I was coming off as battling the healing from the other poster, just offering solutions as I have seen this as a potential issue with cutting the class as it has been faced with groups that have played with no healer class at all. Do apologize to the other poster if I came off wrong in my reply. Thank you for your response and detailed points on the potential house rules.