Like most GMs, I’ve always had a propensity for tinkering
with the rules of the game. About two years ago, I started playing a fair bit
of Pathfinder. As most people who have played it will tell you, Pathfinder
makes huge improvements over the 3.0 and 3.5 rulesets it’s based on. Quite a
few of those same people will also note that the Pathfinder rules are significantly
harder to learn if you never played 3rd edition D&D. Vilfinder began as an
attempt to address this problem. I took a two-pronged approach to the problem;
a major part of the project was to simply reword and reorganize the rules to be
more easily accessible. The only significant change I planned to make was to
rework the combat action system. As a GM, I had noticed that even veteran
players often struggled with the many combinations of full-round, standard,
move, swift, and free actions. My intention was to basically merge the standard
and move actions, giving the player two equivalent actions on their turn. As I soon
realized, this change has far-reaching implications, and the project rapidly
expanded.
Around the same time, I became increasingly active on the
Paizo forums, where I was exposed to many issues with the existing rules as
well as many excellent house rules. Most influential at that time was a
comprehensive set of house rules known as Kirthfinder, named after one of the
creators. The main goal in these rules was to equalize the casting and
non-casting classes, and it featured near-complete rewrites of most classes. A
key feature of these rewrites was that all classes received a pool of abilities
they could choose from much like the Pathfinder rogue, vastly increasing
customization potential. In fact, it increased it so much that I began toying
with the idea of a classless system, which would be important later.
As I was developing pools of class talents for my
Kirthfinder-inspired version, I began to feel that the implementation was not
ideal. The distinction between feats and talents was extremely blurry, and
forcing a player to pick x feats and y talents seemed unnecessarily
restrictive. Multiclassing was (as it always has been) an ugly
mess. Additionally, I realized around this point that these had passed beyond the point of just being house rules. These issues, as well as a desire for simpler character design, led to
the merging of feats, talents, other class features, and skill ranks into a
single system. This is the current implementation, and I will discuss it at
more length in a future post.
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