The day I reveal mechanics for Infinite Advent.

PathsYesterday, I introduced INFINITE ADVENT, the RPG I created after researching D&D Next.

Today, I’m going to share specific mechanics.


If you’re a fan of Pathfinder or 3.5, it’s possible Next is just what the doctor ordered.

I’m a 4E man, however, for no other reason than I thought 4E was a move (first of many, I’d hoped) into the new millennium. It embraced MMO concepts like replenished resources, classes that level in parallel.

It also got things horribly, horribly wrong (duration of combat). 4E’s infrastructure screams “power bloat.” That might be great for a publisher like WOTC, but for DMs and gamers, it’s just more to look up.

D&D Next, however, goes backwards, which I believe is a mistake. Yes, Pathfinder and 3.5 have adherents. But you won’t win them and the 4E crowd over by creating a hybrid. If WOTC wanted to win back the Pathfinders, they should have created Ed3.5 v2, strange as that sounds. (Better branded, perhaps: Third Edition Extreme!)

Most of 4E’s innovations were promptly forgotten. WOTC has mistaken nostalgia for excitement. Playtesters of Next are asked whether it “felt like” D&D.

I’m not WOTC. I have nothing to lose but time and energy. INFINITE ADVENT pushes the ideals of 4E and those I’ve learned from 20 years playing MMOs. It may not be for you but it is definitely for me and players who think like me.

Character Building in Infinite Advent

This 3-page excerpt from Chapter 2: Character Building lays the groundwork for mechanics:

Infinite Advent Ch2 Character Building

Here are two sample Paths:

How it Works

Think of Paths as archetypes above the “class” level. You can become an expert in one or dabble in all seven. Most players will choose 2-3. Unlocking a Path costs points (AP), but unlocks all the Disciplines within.

Disciplines are more like classes, but aren’t mutually exclusive. There are 2-5 disciplines for each Path, and cost roughly the same as a Path to unlock. Unlocking a Discipline is a prerequisite to the Specializations it contains, which have their own cost.

This tiered approach produces interesting results:

  • Deep specialization costs roughly the same as broad diversification.
  • Archetypical classes (Fighter, Wizard, Rogue) can be created with the same advantages and disadvantages you’d expect.
  • Hybrid classes (Swordfighting Wizard, Fighter with Stealth, Rogue with Healing Magic) can also be created. But they’ll never be AS powerful in any Discipline as someone who specializes.
  • There aren’t separate rules for different classes (as in most versions of D&D).
  • There aren’t huge lists of Powers that nobody but Class X can use (as in D&D 4th Edition).
  • Character/skill specifics don’t vary between campaigns or Game Masters (as they do in GURPS)


What I’ve created is an RPG stripped of setting and flavor (fluff) and consisting entirely of rules (crunch). But those rules are simple.

D&D (and others) have vacillated in the search for acceptable multiclassing, and keep missing the mark: Multiclass characters are either gimped or overpowered, because they’re pigeonholed into a class based system.

What if every character is “multiclass?” Then rules for creating a Fighter/Wizard are identical to the rules for just making a Fighter. In addition to simplifying the rules (same rules apply to both), there are also infinite variations.

I want players to create any (fantasy) character they can conceive, confident they’ll be balanced, with every rule streamlined so character creation and gameplay are faster.

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