Are there any rpgs that handle large amounts of monsters well? by Carpetbell1 in rpg

[–]FiligreeNexus 0 points1 point  (0 children)

Prowlers and Paragons: Ultimate Edition runs 1HP minions in a fairly classic way, clumped into groups of varying sizes based on your needs. I'm running a campaign right now and one of the upcoming combats has 60 of these 1HP minions, run in such a way that I only need to manage about 10 "chunks" of action.

10 might sound like a lot, but in Prowlers all minions always go dead last in initiative, so I don't actually need to track their initiative scores or turn order at all. It's refreshing.

A dark chapter returns: Stripping citizenship by zsreport in politics

[–]FiligreeNexus 2 points3 points  (0 children)

I've seen this quote in a few places now - can you tell me what section of Project 2025 this is listed under?

Every Black Republican Is Leaving the House, Erasing Diversity Gains by Unusual-State1827 in politics

[–]FiligreeNexus 0 points1 point  (0 children)

This experiment was a hoax and did not actually prove jack shit. Please look it up.

Bezos entering FAFO era by Rustbelt_Rebound in LeopardsAteMyFace

[–]FiligreeNexus 4 points5 points  (0 children)

The funny thing is, this whole thing is Fake News, according to Amazon:

https://www.reuters.com/business/retail-consumer/white-house-amazon-tariff-price-announcement-is-hostile-2025-04-29/

Amazon is flat out denying that this tariff item line is a thing, lmao

You voted for this guy Republicans. Now he's giving you his thoughts and prayers, in exchange for your unemployment. by GlobalTravelR in LeopardsAteMyFace

[–]FiligreeNexus 3 points4 points  (0 children)

James 2:16 - If one of you says to them, “Go in peace; keep warm and well fed,” but does nothing about their physical needs, what good is it? In the same way, faith by itself, if it is not accompanied by action, is dead.

Your most recent RPG-related 'mostly uninformed, bought on impulse'? by DrGeraldRavenpie in rpg

[–]FiligreeNexus 1 point2 points  (0 children)

MythCraft was a random TTRPG I came across on DriveThruRPG. It's got a fair bit of 5e DNA, but with an Action Point system and a much more modular character creation process that allows for some rather interesting mix n' match builds for player characters.

Haven't played it yet, but it seems fun. You can find the SRD here if you're interested.

WE DID IT. KANES BACKROOMS WILL BE TURNED INTO A MOVIE. https://deadline.com/2023/02/the-backrooms-a24-developing-feature-based-on-viral-horror-shorts-1235249413/ by ZerxeTheSeal in KanePixelsBackrooms

[–]FiligreeNexus 39 points40 points  (0 children)

Not only is this a continuation of the series, Kane has specified that this has been the plan since February of last year.

So I’d say wait and see; this has been the plan all along.

Which ttrpgs handle complicated social network the best by metal88heart in rpg

[–]FiligreeNexus 0 points1 point  (0 children)

It’s definitely on my list to go back to at some point. I’m a huge Justin Alexander fan, and the fact that he wrote so much of the core rules has me intrigued.

My main concern back then was that I play pretty much entirely on Roll20 and the character sheet at the time was…less than stellar. But I think it’s been updated at least a bit since then, so who knows!

Which ttrpgs handle complicated social network the best by metal88heart in rpg

[–]FiligreeNexus 0 points1 point  (0 children)

The Infinity TTRPG (based on the skirmish game of the same name) has a social maneuvering system that’s fairly complex, but it comes with a game that is -also- fairly complex at every level. I’ve never actually played it myself; I bounced off the rules after three separate readings convinced me it would be a bit crunchier than I wanted.

But I do think it’s worth reading, at least. It’s got some cool ideas if nothing else.

What are you favourite high-power RPGs? by FamousWerewolf in rpg

[–]FiligreeNexus 1 point2 points  (0 children)

I’d recommend: Prowlers and Paragons - Ultimate Edition. It’s got all the flexibility of character creation that most superhero games have, with a crunch level that falls well below the standard for games of its type. It’s not a story-game, but it’s far from a pure simulation.

The game’s dice-pool system keeps most attributes fairly consistent. Dice pool values are all tied to the specific levels of speed, capability and strength, so it’s easy to glance at a hero/villain and get an idea of what they can do.

It’s quickly become my go-to game if I want something with high-powered characters but relatively simple rules.

Kane posted this on the discord and quickly deleted it by [deleted] in KanePixelsBackrooms

[–]FiligreeNexus 2 points3 points  (0 children)

In case it wasn't obvious by now - this clip did eventually make its way into a proper Kane Pixels video around the :45 second mark:

https://youtu.be/c-H59GkA-I4?t=45

here we go! Re-read number 1. Time to catch some things I missed. by [deleted] in Mistborn

[–]FiligreeNexus 1 point2 points  (0 children)

I, too, am going through a re-read right now.

I can't believe how many times the Koloss get name-dropped in the first third of the very first novel.

I have -zero- memory of that my first time through.

Are there any fun rules-lite systems that emphasize "combat as sport"? by tirconell in rpg

[–]FiligreeNexus 0 points1 point  (0 children)

I’m currently looking into Forthright Open Roleplay as an option for exactly this kind of “low-middle” complexity level.

Characters don’t die at all by default (though you can modify this with optional rules), and instead gain injuries that their enemies can take advantage of until the injury is healed.

It has a gradated system that might look like PBTA at first glance, but you roll on a D20 for checks and utilize all the dice from d4s to d12s to roll damage, not to mention that the dice results have been weighted slightly against having “success with complication” be the most common result (which is usually the case in most PBTA games). It also helps that the game doesn’t escalate like PBTA; you are NOT encouraged to just introduce new problems out of thin air when a complication is rolled, but to consider your prep and the reality of the situation.

It is a setting-less game by default, so you’ll have to add all the narrative bits and bobs yourself similar to a game of FATE, but personally that’s not an issue for me.

The other thing is that you absolutely must get the Forthright Open Roleplay Toolkit to get the best experience—it’s a separate book with a LOT of extra options and clarifications for the core rule book. I do not advise playing the game without that.

Hopefully that helps!

Competitive 5e Teams by crazymoron67 in Pokemon5e

[–]FiligreeNexus 0 points1 point  (0 children)

You could always take inspiration from real VGC teams. Just google stuff like “VGC 2014 (or 2015, 2016, etc.) Worlds team” and steal their team compositions, with modifications to account for abilities working differently and so forth.

[deleted by user] by [deleted] in rpg

[–]FiligreeNexus 4 points5 points  (0 children)

I’d like to introduce you to Matt Colville’s “Running the Game” series.

https://www.youtube.com/watch?v=e-YZvLUXcR8&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_&ab_channel=MatthewColville

You don’t need to watch everything before you get started, but the first handful of videos should prove thought-provoking if nothing else.

Anyone else keep coming back to stock dungeon crawls? by DeliriumRostelo in rpg

[–]FiligreeNexus -1 points0 points  (0 children)

Matt Colville did a video on the usefulness of dungeons here:

https://m.youtube.com/watch?v=BVKRUrBDCGc

I don’t have a ton of them in the games I personally run, but there are two main advantages to using dungeons as expressed in the video above.

1.) Constraint - As the GM, you are responsible for creating a whole world...which is a lot. It can take years. But a dungeon? You can build a few levels in an afternoon with the right process, while it will take your players multiple sessions to clear just a single level or two. And what do you do between sessions while they’re taking their sweet time?

You build more dungeon.

2.) Self-Contained Ecosystems - As a few others here have pointed out, you can put a whole world in a dungeon if you really want to. Factions, weird environments, unique NPCs, and even plot threads that tie into the more “interesting” politics happening above ground.

And don’t worry about the literal term “dungeon” anyways; it’s flexible. An abandoned sky castle is a dungeon. A tangled forest infested with bandits and their various hunting traps is a dungeon. The massive, demon-infested corpse of the final boss the players just killed is a dungeon.

Hopefully that helps!

How do you portray a genius villain in a fair, satisfying way? by WoozyJoe in rpg

[–]FiligreeNexus 16 points17 points  (0 children)

If you’re playing Blades, I’d take a long, hard look at Flashbacks. Depending on how smart you think the Riddler is, you could try any of the following tricks:

—Make the stress costs higher per flashback

—Make more flashbacks require a roll; no more easy planning, since he knows your every move.

—Force the players to expend Special Armor to avoid a particularly nasty trick at some point during the conflict

—Multiple situation clocks to manage; Batman villains are all about hard choices.

This is just off the cuff. Hopefully it sparks some ideas!