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Ok, then all of your examples are discounted unless they specifically talk about the game mechanics as well. Spell levels, preperation, spell slots....the works.
Hmm, 0-0. Tie game.
Girls playing online hardcore games are often subjected to all manner of verbal abuse or lewd suggestions.
I've got news for you: That isn't really especially gamers being sexist. That's gamers giving girl gamers equal treatment. Because GUYS playing online hardcore games are ALSO often subjected to all manner of verbal abuse...including lewd suggestions. Might be phrased a bit differently if they KNOW that it's a female they're talking to, but it doesn't really matter if it's a guy, a girl, or a g$+~%!n asexual alien from the Crab Nebula. They're gonna throw a lot of trash talk towards whoever or whatever it is playing against them.
Potentially, but would depend on the module. TOMB OF HORRORS: THE MOVIE might sound great, but to be loyal to the module movie audiences would have to sit through many minutes of adventurers carefully testing every stone in a room for traps only to get completely splattered by some obscure falling block they missed.
Obviously, the choice of module to be ADAPTED would be very key. Also, note the word ADAPTED. That means it might play better as a movie if they don't do a word-for-word copy-past of the module as the script.
Tomb of Horrors, while great for what it is, is pretty light on story.
RETURN to the Tomb of Horrors, however, does have a great storyline backing it, and COULD be turned into a great movie. Possibly even with a opening teaser scene of a party attempting the Tomb of Horrors...and failing. In fact, it might be perfect to have such a scene, where the demon's mouth sphere of annihilation kills off some of the party, setting up the twist with that trap that RttToH has.
The only problem might be that RttToH is a bit too big for a single film.
I think good ol' Zon-zon was possessed by the Leviathan
Yeah, he's much more Hellraiser than Mythos.
The Mythos influence is much less direct, in that Dou-Bral ventured out into places where man (or gods) were not meant to go, and encountered something that was far beyond him.
There's also system burnout. If your group plays Pathfinder, always and only ever Pathfinder, it's sometimes a nice change of pace to play something different, whether it be Call of Cthulhu, Warhammer 40K, FATE, Swords & Wizardry, or BESM.
Mark Hoover wrote:
The tarmac had a chip from a woman's engagement ring mixed in it. Add this to the fact that the Marvel Super Heroes game from 1985 suggests that when Absorbing Man absorbs a material he gains Strength and Body Armor equal to the substance he's absorbing. Also it goes on to say that he can absorb energy as well. I posit that the diamond/asphalt mix was stronger than normal tarmac giving him better than average properties for absorbing the road's surface coupled with a spontaneous absorbtion and redirection of the force of the car at the moment of impact caused the scene we witnessed in the show.
Shooting for a No-Prize?
Kelsey Arwen MacAilbert wrote:
I'm not really sure that's true. I think that the adventure and setting content would keep them, even if the RPG line slowed down to a bestiary on odd years, with maybe one book that expands on the best of the mechanics from the APs every few years. I've said it before, and I'll likely say it again....Paizo's strength is adventures, not mechanics.
Yeah. It's not really mechanically close to 0e, 1e, B/X, BECMI, or 2e, but it FEELS like them. In a way that 3.0, 3.5, 4e, and Pathfinder never managed, at least for me. For me, it's like D&D has returned after almost 15 years of vacation. :)
I will however accept one exception. I think a rules light system could be very problematic for any sort of organized play environment, like PFS. Not sure really how WoTC will handle the new edition in that regard.
5e isn't quite as minimal as some here are implying. I'd call it rules-medium, as opposed to rules-light or rules-heavy. As Ffordesoon said before, 5e has a pretty robust system.
it's being repackaged as this edition
What does this even mean?
Between Pathfinder and 5e, one of them is something repackaged, and one of them is something new.
5e is new.
Oh, and Cptexploderman? Favoriting your own posts doesn't make it look like more people agree with you. It makes you look like you're desperate to make people THINK that more people agree with you.
Genies, like a lot of monsters that people deride as being far less of a threat than expected (aboleth), are actually prime candidates for having class levels. That CR 8 efreet is the efreeti equivalent of a 1st level commoner. He's the dirt farmer that you ignore in every town you ride through. But if you treat him too badly, you might find out his uncle is a CR 21, 12th level spellcaster noble efreet.
Build optimization confers the greatest chance of success in 3e/3.5/Pathfinder. To have the greatest chance of success in 5e, you have to play the game well at the table. That's the big difference between 3e and 5e.
Or, as I have rather cynically phrased it a few times lately: 3.x/Pathfinder is a character generation system with an ancillary RPG haphazardly duct-taped onto it at the last minute.
Chengar Qordath wrote:
Personally, I think that at the very least Brilliant Energy needs some way to be turned off, similar to the elemental enchantments. That way it would at least not render your weapon completely useless against several common categories of enemies.
When I've GMed in the past, that's always been my take on it. You can turn it on and off. It'd be nice if they'd bother to insert that into the description though. Because if it can't be turned off, then I agree 110%...+4 is WAY too expensive. Maybe a +2 at best, given that it makes your weapon a situational secondary weapon.
Except if what you are using it for is looking for an invisible creature. If you use true seeing instead of see invisible to do so as a default, that's stupid and wasteful.
I will play the devil's advocate against myself for a moment, however. Some of the most useful spells in the game are actually found in the lower levels. For a prepared caster, it might actually be wiser on occasion to memorize True Seeing, and have OTHER useful spells in all his 2nd level slots.
And for a spontaneous caster, it might actually be considered more wasteful to burn one of your valuable spells known slots on a spell that is largely a subset of a another (albeit higher level) spell.
It'll still feel wasteful as hell when you burn a 6th level spell to accomplish the same ends as a 2nd level spell, however.
So the mish-mash of mechanics has the chance to be good, but the major new system addition won't.
Oh yeah, it's not a major system edition. It's a few new spellcaster classes and a bunch of magic spells that that simulate psionic powers.
'Cos everyone knows that Xavier does his thing by chanting gibberish, making shadow puppets, and playing with owlbear dung.
If you come to a movie about giant monsters fighting giant robots expecting it to even vaguely be bound by realism, you don't deserve to enjoy the movie.
Kelsey MacAilbert wrote:
1974 - Gary Gygax and Dave Arneson create Dungeon & Dragons.
1977 - Gygax doesn't want to share profits from D&D with Arneson, so he creates Advanced Dungeons & Dragons. In addition, John Eric Holmes creates the Basic Set, intended as an intro to the game. It is based on the original 1974 game, and covers levels 1-3.
1981 - Tom Moldvay revises the Basic Set, and expands it with another boxed set, the Expert Set, which adds levels 4-14.
1983 - Frank Mentzer revises the Basic and Expert sets, and adds another three boxed sets to further expand the rules (Companion for levels 15-25, Master for levels 26-36, and Immortals for post-level 36 / essentially gods).
1989 - Karma bites Gygax in the ass. Just as he published a new edition to basically kick Arneson out the door, TSR publishes AD&D 2nd Edition to kick Gygax out the door.
1991 - The Mentzer BECMI sets are slightly revised and collected into a single hardcover, the D&D Rules Cyclopedia.
2000 - Wizards of the Coast publishes 3rd Edition. This editions neuters in-game traps, however it ramps up the lethality of trap options. :P Monte Cook laughs evilly. All support for the Basic D&D editions is ceased.
2003 - WotC publishes an new edition, but they only number it as a "half edition" so as not to anger geeks worldwide. D&D v3.5 is born. Splatbook production goes into overdrive.
2008 - WotC publishes 4th Edition. Like 3rd edition, it throws away the entire previous system. It becomes the most polarizing edition of D&D ever. The edition wars truly begin in earnest, as the by-now widespread internet allows geeks from all over the world to insult each other and accuse each other of having BADWRONGFUN.
2012 - WotC essentially ceases all support for 4th edition, and begins playtesting for "D&D Next". Or 5th Edition, as anyone with a brain knows it will actually be known as.
2014 - WotC publishes 5th Edition. Like 3rd and 4th edition, it dumps the system that preceeded it for something brand new.
For my part, I think a very good start would be to finish up the SRD. To include the Epic and Psionic monster portions.
A bit of searching found me a list of the SRD monsters, that seems to be complete. You could start with this as your checklist:
... Aboleth Mage
... Psionic Aboleth (Psionic SRD)
Abomination (Epic SRD)
... Anaxim (Epic SRD)
... Atropal (Epic SRD)
... Chichimec (Epic SRD)
... Dream Larva (Epic SRD)
... Hecatoncheires (Epic SRD)
... Infernal (Epic SRD)
... Phaethon (Epic SRD)
... Phane (Epic SRD)
... Xixecal (Epic SRD)
... Angel, Astral Deva
... Angel, Planetar
... Angel, Solar
... Lantern Archon
... Hound Archon
...... Hound Archon Hero
... Trumpet Archon
Astral Construct (Psionic SRD)
Caller in Darkness (Psionic SRD)
Maenad (Psionic SRD)
Paragon Creature (Epic SRD)
Udoroot (Psionic SRD)
Xeph (Psionic SRD)
I'm including campaign settings and adventures from both Pathfinder and 3.x, given that they're so compatible.
My friend, you don't want another edition, you want another game. Might I suggest Swords & Wizardry or D&D 5e ?