Beyond ecstatic to discover this project. I am making a game that would very much benefit from this, and have in fact loudly complained about not being able to find something exactly like this. I'm excited to dig into what you've made here. :]
matara
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Hello! I've got the link all set up: https://discord.gg/eHuWvduT3Y
When you join, you'll be asked to react to the rules to join the server. As I said previously, this was originally designed as a server for my game MEGALOS, but it's got playtesting channels for Arise as well. In order to reach the playtesting channels, you'll also need to react to a second message after the rules (don't worry, it's right there, can't miss it). o3o
For a quick answer to your first question: It's perhaps not worded as well as it should be. Dash can only be resolved once per turn, but you can spend as many battle dice on it as you feel like.
You have 1 base Dash on your turn for free. Each additional point of Dash must be purchased at a rate of [2] per point. So if you wanted to move 5 tiles, you'd need to spend at least [8] (1 free dash + 4 more at a rate of [2] each). Note: Surge dice (6s) spent on a Dash opportunity also add to the total Dash available.
Basically-- you can only resolve Dash once per turn, but you can spend as many dice on it as you want.
Thanks for this, lists like this are really helpful as a solo developer.
I've added some stuff to my backlog and I'm working on 0.1c to address some of the more core and/or quick fix issues (particularly typos, clarifications, and fully implementing the weight/load system which somehow got lost in the design process lmao)
Further changes coming or things which don't exist yet and will be clarified (some of these are probably in v0.1c, not in v0.11):
- Equipment load is mentioned and not elucidated upon. Coming in 0.1c, because this is a core element that needs implementation.
- Retraining Downtime Action -- mentions of changing your Discipline during Downtime were never given express rules.
- Alongside that: a full explanation of how battle stats, abilities, and VAWN boosts change when you change disciplines.
- Accessories table got left out of the equipment section, just like ammunition had previously (ammo fixed in 0.1b). They'll be put back in with 0.1c.
- Expanding Convalescence Downtime action to address removal of Conditions as well as Wounds.
- Clearing errant mentions of strain, an old mechanic from a previous version of the doc that I apparently missed.
Pages will be making their return in the final release. The docs have gotten so unwieldy that there's a 2ish hour period of "pdf optimizing" I have to do because I messed something up in the layout. So far I've only had time to put out one optimized pdf per update.
Current plan is a 0.95 early access pass coming next, then the final version is launched off of that. Final version will be both pages and spreads.
Thanks so much for the comment and I'm really glad you're enjoying it!
I've got a free add-on ("Customizing Superfantasy", which will have some optional rules and new resources for players and GMs) and some updates/rebalances to some of the core text coming soonish. Aiming for early July, as I'm moving, starting a new job, and finishing up a big hardcover game release, so this is admittedly coming behind those other things. 😂
Heya!
So the original release is a d10-based system that I designed specifically for it, while Neology uses an adaptation of my game Superfantasy, which is based around d6 pools and creative/narrative use of power sets.
The Sword Saints: Neology files contain a book which is more or less just the rules, character options, and enemies, and a separate file containing the setting info. If you wanted a system designed for more flexible setting-building (i.e. as you suggested more high fantasy and less science fantasy), I'd venture to say Neology would probably be the better choice.
The original Sword Saints is more of a self-contained product, and the fact that Neology is split into two books could help you to separate out stuff you aren't as interested in with regards to the setting.
Also, Superfantasy is- as the name suggests- built for telling pop fantasy stories, and may be worth checking out as well.