Lonesome_Lorakian

joined 1 year ago

I personally think so. It is in many ways similar to 5e but a bit denser on rules. It feels like the designers really wanted to make sure that there were no weird corner cases. And while there is a lot of them, the rules all seem very logical and consistent. So when playing it feels a bit more "mechanical" or "game-y" but also less wonky than 5e can be. It is a somwhat different experience than 5e and the rules are available for free at Archive of Nethys. But if you should pick it up really depends on whether your group is unsatisfied with DnD or itching for something new. Our group changed over after trying a one shot and because our DM was getting a bit bored with 5e.

[–] Lonesome_Lorakian@ttrpg.network 9 points 1 year ago (2 children)

Yeah, just a case of sausage fingers.

 

At least at low levels. Every combat so far was absolutely carried by our parties fighter just beating the enemies into a pulp :)

I mean, that would depend on how everything interacts with those strings.

Are they everywhere and you just pluck them with your fingers basically in thin air? Then mages could just be shredding air guitars all day, which might be hilarious if thats what you want to go for.

Do the strings vibrate with every sound that is made? Then there could be different ways of doing magic. Instumental, singing, speaking, clapping, etc.

Is it only music? And would natural sounds also be able to cause magical effects? Or is physics even the other way around in your world? Do sounds just occur and the right whisper makes the trees sway and a loud rumble can make the earth quake?

From there you could get into a Tolkien-like area, where the world was just sung into being in the first place.

Just to throw a few questions/ideas out there, where this might go.

I don't really have a "true" origin story for the setting of my fantasy ttrpg home game. But of course everyone that lives in the world has their own theories about the origin of everything. I like the creation myth of one of my dwarven cultures best/have it the most worked out, so I'll share that here:

In the beginning the world was just an empty ball of clay. And nothing was and nothing could be. For noone was there to make it be. Yet still there was the Craft in the world and it was so great, that the First Beings arose, shaping themselves from the clay of the world.

There arose Noble Dhum. And so great was his Craft that he made himself the greatest toolsmith and the greatest stone cutter tat ever could be. Lord over all the mountains he then raised and everything thereunder. Ruler of everything in the newly made world.

And there arose Wise Erdake. And so great was her Craft that she made herself the greatest fountain of knowledge that could ever be. Knower of all secrets and most learned in the languages and runes she created. Cleverest engineer of mills and machines. Misstress of the rain and all the bodies of water she set flowing.

And there arose Exuberant Kruf. And so great was their Craft that they made themself the origin of all plants, the sun and moon and all the forces of nature that shook the world from its stasis. Driver of every storm, fuel of every fire, passion of every bolt of lightning, the hammerstrike behind every shake of the worlds stone.

And there was Wild Naveg. And so great was her Craft that she made herself the strongest warrior and the fastest hunter that ever could be. The bringer of all death, the champion of all fights. Most dangerous predator of all the animals she created.

And so these Four-that-created-themselves shaped the world, each according to the nature they had made themselves to posess. And each they united with each of the others. And from those unions arose their descendants, the six original clans of the dwarves. Seeing that these descendants posessed only a small fraction of their Craft, Dhum took to leading them and Erdake took to teaching them. Kruf however made new beings by themself. However, almost devoid of Craft they went of to live among the plants of their forests and graslands. And so the humans and halflings came to be. And Naveg as well made new beings by herself. However, equally devoid of Craft they went off to fight against another in lands far from the lands of the first dwarves. And so the elves and orks came to be.

And for long the Four-that-created-themselves lived among the dwarves. But the dwarves grew lazy and instead of striving to better their craft so they might one day reach the greatness of their creators they demanded their gods solve every problem for them with their great Craft. And so insolent and bothersome grew the dwarves that the gods retreated from their lands and withdrew to the far reaches of the world. Noble Dhum went far beneath the moutains, deeper than any dwarf could dig, to practice his Craft in peace. And Wise Erdake sank far beneath the ocean, deeper than any dwarf could ever dive, to practive her Craft in peace. Exuberant Kruf went to walk among all living things, present in every gust of wind yet never showing themself to any dwarf or other mortal being, to practice their Craft in peace. And Wild Naveg went to roam the battlefields and graveyards of the world beyond deaths door, only to be reached by dwarves and other mortals after they left behind their lives and troubles, to practice her Craft in peace.

And ever since then the dwarves have to strive to regain the Craft. And only if they are diligent and virtuous may those-that-created-themselves look apon them with grace and aid them in the perfection of their Craft.

Wow, that sounded shorter in my head. Anyway, long story short: four beings made themselves then made everything else. The dwarves are their children but then drove their own gods away by being lazy.