The day I introduce “Infinite Advent,” a different kind of RPG.

The following excerpts in full the first chapter of my source rulebook. “Infinite Advent” is a working title.


Infinite Advent is a tabletop fantasy role-playing game with several breaks from traditional staples of the genre:

  • There aren’t specific character classes (like Fighter, Wizard or Cleric). However, archetypical characters like those classes can be developed if the player chooses.
  • Character development is determined by the player’s choice to explore paths and disciplines in any order or combination.
  • There is no arbitrary division in mechanics between attacks, feats, skills, proficiencies, spells, powers, rituals, saves and defenses.

The goals of Infinite Advent were:

  • To create a system without character classes, wherein:
    • Power is broadly balanced between different adventuring types at all levels.
    • Character creation is an ongoing and interesting process, drawing upon the imagination of players.
    • Character development is more interesting because players have unique decisions every level:
      • Characters can be generalized or specialized as the player wishes.
      • “Multiclassing” is seemless and easy without creating overpowered, godlike characters, nor creating crippled, broken builds by accident.
      • Characters may be entirely unique, unlike any ever created, or conform to traditional staples of the genre.
      • Effects which combine disciplines allow players to influence gameplay.
  • Character development is more organic and realistic; characters learn what they choose without being arbitrarily forbidden from other studies.
    • Characters who have studied a discipline longer will always be more adept than newcomers.
  • There’s never any need to “reroll” just because you don’t like a class.
  • To create a system where skills, spells, powers and feats are seemlessly integrated, with the following benefits:
    • Character creation is simpler, easier and quicker.
    • Character sheets are simplified, no matter kind of adventurer you create.
    • The game is easier to learn because you aren’t managing different resource systems to determine what your character knows.
    • Different disciplines are easier to compare or integrate because their mechanics are fundamentally similar.

Infinite Advent uses the Core Mechanic and Ability Scores from the d20 Open Game Content.[1]


The Core Mechanic

Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:

  • Roll a d20.
  • Add any relevant modifiers.
  • Compare the result to a target number.

If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, your character fails.

Rounding fractions

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.


Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).

[1] The d20 system is licensed for public use under the terms of the Open Game License v1.0a.

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