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Alurad Sorizan

magnuskn's page

Pathfinder Adventure Path Subscriber. 6,782 posts (6,784 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Rickmeister wrote:

Thinking of running it...

Any advices on what to take from those DM's that have already ventured so far? :-)

<takes deep breath>

Don't run it, it's not worth the incredible trauma and loss in confidence in Paizo as good developers.

Otherwise, if that doesn't convince you, the others in this thread probably already have made good suggestions on how to turn down the stupid so that the AP is playable. I am much still much too angry to talk rationally at length about this topic.


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Well, they didn't do an ACG AP, either.

A lot of NPC warrior groups will get a big boost from the Skald. That's pretty much all the class is good for, though. :p


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Yeah, the developers went all out on giving goodies to the players. As usual, a lack of playtesting due to development crunch time leads to them only eyeballing balance and getting it, it seems every more often nowadays, wrong.

I do wonder if the cashflow at the company is so precarious that they never are able to take a step back and think about changing up this process to deliver less flawed products.


2 people marked this as a favorite.
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captain yesterday wrote:

Rogue/Monk threads,

Pro, Con, it doesn't matter, nothing is ever gained, ever.

Also people that constantly change their avatars, those people really bug me :-p

Yeah, and those people who talk to themselves with different avatars, those are the worst, man, the worst!


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Yeah, the constant writer turnover, lots of editorial interference and crossovers tend to make the storylines less cohesive, that's for sure. Not to mention character development.


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Ashiel wrote:


Though people keep telling me that encounters only last 2 rounds. I'm probably doing something wrong.

It seems to depend on the group. In one of my groups, with four players, we just had four to six round fight at 17th level against opposition which didn't exactly challenge us to our limits, but kept disrupting us to good effect. That group is not exactly optimized, although we manage to do quite well (my bard buffing the other characters to the gills really helps a lot).

In the other group where I am the GM, I got six players but buff encounters by about 75% above what a four-player group would face. Nonetheless the players tend to rip through their high-level opposition in 1-3 rounds in every fight as soon as level 11 or 12 have passed.


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Quite honestly, you get that "OMG squicky" dynamic with every immortal character who dates someone who inevitably is younger than her/himself. So the best you can do is gloss over it, because you want those people to remain sexless for your comfort?


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MMCJawa wrote:
As far as Spiderman goes, it looks like we are getting married, family man Peter Parker, as well as Spider-Gwen and Miles Morales. So it's going to be a big buffet of Spiderman characters from different universes.

I would just want UU's female clone to survive the merging. Really liked her as a character.


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Kalshane wrote:
My concern about the merging of the two Universes is how much of the "dark and gritty Wasp-eating, drug addict mutants, jerks-in-costumes Ultimates" aspects are going to get ported over.

Well, Mark Millar seems to be not working for Marvel anymore, so a lot of those tendencies have gone away. Kyle and Yost still get work sometimes for them, so there is still is cause for concern.

The last two years have seen a pretty tame UU in terms of jackassery and lethality. I'd say they already took a little part of the over-the-top grittyness and a lot of the moral ambiguity and made it part of the 616 universe with their big storylines since Civil War, which is why the UU is pretty obsolete nowadays.

I think they won't do a full reboot. They are mostly going to finish the UU and situate some of the more interesting characters in the core 616 universe. I am crossing my fingers that Ultimate Peter Parker and his supporting cast will make it, but since Bendis will want to place his golden child, Miles Morales, firmly in the 616 universe, I sadly doubt it.

What really pisses me off is that apparently the rest of the multiverse also got killed off in the collateral of this big storyline.


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Matthew Downie wrote:
Andy Ferguson wrote:

A carrying capacity of 9 is 30 pounds.

Celestial Plate is 25 lbs
2 sawtooth sabres is 4 lbs
1 belt of dex is 1 lb

Hopefully you never get fatigued. Or need any other gear.

If you can afford Celestial Plate, you can afford to give your caster buddy a level 1 Pearl of Power in exchange for them casting Ant Haul on you once a day.

Unless I missed a beat, Celestial Plate ain't exactly core material. It's from one of the Curse of the Crimson Throne modules, which was still written under 3.5 rules.


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Jiggy wrote:
magnuskn wrote:

"Murderhobo". No other term on this forum gets my hackles up like this one.

I already feel that gamers in general tend to verbally punch themselves in the face way too often. But this is one of those concepts which, if you'd explain it to anyone who is not a gamer, would just confirm every stereotype "normal" people have about gamers.

Aside from that, the concept of a "murderhobo" is disgusting and offensive. It's very probably just me, but when someone refers unironically to their character or group as "murderhobo(s)", I cringe in disgust.

I was following up until the point where you mentioned people referring to their own characters/parties as murderhobos. I thought the term was generally used by people pointing out a method of playing that they don't like.

Oh, no, some people unironically refer to their playstyle as "murderhobo'ing".


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"Murderhobo". No other term on this forum gets my hackles up like this one.

I already feel that gamers in general tend to verbally punch themselves in the face way too often. But this is one of those concepts which, if you'd explain it to anyone who is not a gamer, would just confirm every stereotype "normal" people have about gamers.

Aside from that, the concept of a "murderhobo" is disgusting and offensive. It's very probably just me, but when someone refers unironically to their character or group as "murderhobo(s)", I cringe in disgust.


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The entire AP took us a bit more than a year, with the group meeting each week for a 3-4 hour session.


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So, Eddie Redmayne won an Oscar... :p


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Difficult to say, since the difference in power potential will be significant. It will depend on how difficult the actual battles are, i.e. how much resources the party needs to expend. In mythic gameplay, recovering resources at that point is trivial, aside from mythic power (and even there you get a variety of extra options). If you have to deal with the normal recovery cycle, things could be more protracted.


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That would be my recommendation, yes. :)


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I removed all the turning back the clock options. They aced it in three days, and two of those were spent selling loot and buying a few more pieces of equipment in Alushynirra. Your impresssion is correct, the timer is way too generous.


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Yeah, unless it evolves into a cult classic, I fear we won't be getting any sequels. Which is too bad, because maybe then we could have explored how fricking terrible people are in the larger universe, instead of just brushing the theme. Seriously, the generally accepted philosophy in outer space is, according to this film, "genocide, yes please".

But, yeah, air surfing wolf-man Channing Tatum was awesome. What an incredibly cool fighting style, martial arts + energy shield + pistol + flying, please make a Pathfinder class like that. ^^


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Loved the movie but I can acknowledge that it has some pretty huge flaws, especially how the main protagonist is a constant damsel in distress who also makes really bad decisions.


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Tangent101 wrote:

Who says a character class has to be used by a player? The antipaladin exists so that a GM can have an antagonist designed to counter the Paladin. I mean, take the prestige class for the Red Mantis Assassin. There is no valid reason why a GM would allow someone to run one of these. But it still exists so that GMs can provide antagonists who are Red Mantis Assassins.

The same holds true for the antipaladin.

Yeah, the Skald for example has "NPC class" written all over itself. ^^


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Sacrin wrote:
Thank you so much for your tips Magnuskn. The party members trained in the proper knowledge skills have previously made checks, I guess I can have them make additional checks if the situation gets out of hand. In retrospect it does seem silly that a juvenile dragon already has two offspring, but what's done is done.

You're welcome. I know all too well how it is when group members begin to tell themselves things which aren't even true in-game and then derail the adventure over that.

OTOH, sometimes that is where all the fun lies. ;)


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We killed her with some lucky crits by our Barbarian. But it looked baaad for a few rounds.


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Well, I hope the suits at Fox Studios smarten up, fast.


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Sacrin wrote:
magnuskn wrote:
Um, how about "kill them"? ^^ Longtooth isn't even that old and being trapped in a cavern is a death sentence for any dragon, unless it is a lot over the appropiate CR.
You're right, it would be a piece of cake for my party to kill Longtooth, but they failed to kill her in Sandpoint and now think she is really tough.

You can tell the appropiate party members to make a Knowledge: Arcana check to give out certain pieces of information about dragons, like age categories.


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gustavo iglesias wrote:
magnuskn wrote:
Oceanshieldwolf wrote:
I would have no problem running a game for an Antipaladin of Lamashtu and an Aasimar Paladin.
Then you are playing homebrewn rules. The two classes cannot co-exist with each other. Hell, Anti-Paladins actually can't coexist with anyone.
Thats not true, they can coexist with other people who follow their ideals. However, outside of the scope of an evil campaign, it's unlikely they can coexist with a "normal" group of heroic individuals, that's true. And for sure, not with a paladin

The main problem is the "betray at soonest opportunity" clause to their code.


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Well, I got complimented by one of my players a few weeks ago, to the tune of being able to provide fun campaigns, so maybe I am still riding high on that sentiment. ;)


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Oceanshieldwolf wrote:
I would have no problem running a game for an Antipaladin of Lamashtu and an Aasimar Paladin.

Then you are playing homebrewn rules. The two classes cannot co-exist with each other. Hell, Anti-Paladins actually can't coexist with anyone.


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Well, it's good that I read this thread completely, otherwise I would probably post the same stuff Captain Yesterday and Nobodody's Home have already said.

Just one note to AsterITA, you are taking all this criticism very well, which is a good thing. Way too many new GM's come asking for advice on the Paizo forum, get criticised for things like what happened here with your campaign by people who have GM'ed for many years (I'm "only" at 13 years of GM'ing, compared to NobodysHome 37 years. Yeesh, way to make a fellow GM feel inexperienced ^^) and then get super-defensive and offended. It speaks very well of you that you can see beyond the criticism to the effective advice.

As I said, I've GM'ed for 13 years and after every campaign I find new things I did wrong and which I can do better for the next campaign. It's a long learning process.


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Um, how about "kill them"? ^^ Longtooth isn't even that old and being trapped in a cavern is a death sentence for any dragon, unless it is a lot over the appropiate CR.


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Played a Master Summoner to see if my view of the class being overpowered was maybe wrong, was not disappointed with the result, that being that I basically made two of the three other party members obsolete. It was pretty obscene and I suicide the character on purpose to get some tension back into the campaign.


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Misroi wrote:
I agreed with you on this...right up until the minute I read on a different thread that the sizable troll population in Kaer Maga would probably be a good place to unload Large-sized weapons, and the City of Strangers is not all that far from Turtleback Ferry...

I'm pretty sure that the good trolls of Kaer Maga would sneer on the suggestion that they use ogre weapons. ^^


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huntsfromshadow wrote:
Magnuskn - Let me also say thanks to you. I was reading your posts and replies as well and considering them as I ran the game.

That is very kind of you to say. Thank you. :)

Rogue Eidolon wrote:
If you're using Ultimate Relationships at all, I suggest making the rebellion its own Relationship Link. It's what I'm doing right now (in Book 5). I've given details about each province and region from Book 5's gazetteer and have just let the PCs decide what they're doing (right now, half the party is debating between assassinating or making contact with the governor of Akafuto, since it's the last province in their march from Seinaru Heikiko to Kasai, and the other half is under Mt Kumijinja trying to reforge Raiko (the Sugimatsu blade; I decided all the families' special weapons were intelligent instead of the Amatatsu's being arbitrarily way better, but Munasukaru had broken Raiko's intelligence over time)...then again, I also created 4 other "Storms" to go with Anamurumon and made Anamurumon more badass, so they're going to need all the help they can get...

I just got the PDF a few days ago (and Imperial Relationships... as to that, I was a bit surprised that it only contained the rules for the four main NPC's... didn't you have rules for almost 50-something NPC's in the campaign?). I really didn't have the time to read anything beyond scrolling through it, so I can't give an informed answer at the moment. I'll get to it during the next weekend and then I can give a proper response if using it for the rebellion seems like a good idea to me. :)


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Mythic Evil Lincoln wrote:

Fast play rules go bye bye?

Shucks.

Guess they didn't work out.


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Sounds like a lot of things went similar to my campaign, although I personally hated module three and, contrary to my original plans, ran module six pretty much as it was written.

I am picking up this campaign again for my second group, when we finish RotRL there in a few weeks, where I still am a player, instead of the GM. Since that group only has four players, instead of six, I foresee that they might try the slow approach to module six, instead of just bulldozing through the module. I'll have to rework rebellion points then, too.


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Alex G St-Amand wrote:
magnuskn wrote:

Oh, already.

It might be that I am going with a bit low expectations into this AP. Not because I think the writing will be poor, but because I think that it will be a tad too easy for players. AP's with a designated enemy almost always are, since the players can prepare so easily for them. Bane weapons exist and make a big difference.

APs are made with the assumptions of: 4 PCs built with 15 PB each, players won't meta, PCs don't buy what they want, but what is available, etc...

Crafting is an official part of the rules and Golarion (Golemworks, etc). Player characters are normally exceptional people, some with exceptional intelligence and wisdom. You really want to tell me that it would be "meta" of them to get giant-bane weapons when it becomes clear that they are constantly facing that kind of enemy?


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Alright, that's too bad. I had hoped to alleviate some GM's work a bit. Oh, well, I guess my translations will be for myself and my groups, only.


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There have been threads in the past on the RotRL forum about making fan translations to German and Spanish and publishing them on blogs. Although those projects seem to have gone nowhere, what I didn't find was a plain forbiddance of those actions by Paizo.


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As a German GM, I've done partial translations of the flavor text of several AP's by now (the second half of Jade Regent, all of Wrath of the Righteous, beginning on Rise of the Runelords), since I got a player in my group who has a very poor command of the English language.

Since I'd like to spare other German GM's the arduous work of translating, I would like to share my translations, as poor as they may be, with other fans on the appropiate board.

But since the AP's are, of course, the property of Paizo, I'm first asking if I can do this under the community guidelines, without getting into trouble with you guys. :) So, what's the official stance on this issue? The translated parts are mostly the flavor text for locations and speeches from NPC's.

As a direct follow-up question, in case that you allow me to post the translations, can I post them directly to a thread or would you require me to only provide a link to an uploaded document?


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Oh, already.

It might be that I am going with a bit low expectations into this AP. Not because I think the writing will be poor, but because I think that it will be a tad too easy for players. AP's with a designated enemy almost always are, since the players can prepare so easily for them. Bane weapons exist and make a big difference.


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I'll just post a link to my review on this board of the AP. Draw your own conclusions from there as to what you think appropriate. The less I need to think about this AP, the happier I am. :-/

Link


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Skeld wrote:
Aside from Borsk Fey'lya going out like a boss, I hated that book. To me, it represented everything that was wrong with the entire YV storyline.

Oh, so true. SO TRUE.


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Ah, yes. Star by Star. The only book I ever burned. Haaaaaaaaaaaaaate it. Gah, flashbacks.

And the less said about the mess Travis made, the better.


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thejeff wrote:
Ckorik wrote:
magnuskn wrote:


Still, gotta know how much I need to place for my six players in that first group. I am very much aware that the first modules of RotRL can seem a little scarce on treasure even for four players!

Well it will depend somewhat on what your characters consider loot - what they find - and what you allow to be sold - some tips:


  • goblins are expected to have the gear listed in the bestiary - I pegged each goblin gear value at 52 (prior to selling) - warchanters were 135 and commandos were 673.
  • Aldern (if taken on his offer for a boar hunt) actually *buys* a horse for each player - that's 75 (or more if you are generous and say each mount has tackle and a saddle)
  • Unless your players are very dead set on their own thing they should get free room and board while in sandpoint which helps
  • I suggest checking out the (free) wayfinder mag from this site - there is a side adventure to explore choppers isle that is very cool - I added a masterwork weapon for each PC as a reward when they were done personally.
  • If your players find *everything* and sell *everything* you will need to add about 2k to hit level 4 wbl for a 6 player party. Shouldn't be too hard to do - the problem will be they should level to 5 pretty quick in the 2nd book and will fall behind as most of the exp from that first part is based on rollplaying. They should catch up by the end though due to some very nice treasure hordes.

Anyway those are my thoughts.

When adjusting for 6 players you also have to consider how you're adjusting. Are you boosting all the encounters? If so, then new gear for the new critters will cover part of the extra automatically. Some will need to be added to cover those foes that don't use gear.

If you're not, then characters will wind up at lower level, but still powerful due to numbers. They need less treasure to stay on track.

I will boost all encounters appropriately, but a lot of encounters in AP's don't even have treasure. I'll adjust accordingly as soon as I can do the WBL breakdown in a few weeks. I can already say that all the encounters with ogres later on will tax suspension of disbelief a bit, since I don't think that there is a huge market for ogre hooks in civilized areas. I'll just have to place extra stuff here and there to compensate.


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I should probably bookmark this thread to reference it whenever I get to do a homebrewn campaign or want to throw in some extra monsters. To, ahem, know what, errr, "not" to use. ;)


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CWheezy wrote:
James says he puts double WBL in adventure paths, such as rise of the runelords. level 15 wbl is 240,000. There is no way for it to be possible to have double that much gold with ZERO CRAFTING. Maybe he is forgetting you have to sell things for half, so maximum posssible wealth is only 240,000 by level 15? I read through rise after the campaign ended and our party did not miss 76 +2 longswords (aka being down 150,000g each

I actually did wealth breakdowns for several AP's (Jade Regent and Carrion Crown, I think also for Kingmaker) and the WBL came more down to 125% of what four characters should have at the end of each module. That is with selling everything which is not an artifact, with 50% of normal wealth for equipment and 100% for art and jewels. I tried to take into account how likely it is that the characters will even get certain items, i.e. I didn't count equipment from characters where a diplomatic solution was very likely. However I did count in equipment which was hard to find.

With RotRL, I find myself in the unique position of still playing it while also GM'ing it. We just started last week with Burnt Offerings with my group of 15+ years, while I am still myself playing Spires of Xin-Shalast, just having found the entrance to the Pinnacle of Avarice. I don't want to spoil myself for the last leg of the journey, so I am holding back on doing my WBL accounting until we got Karzoug down.

Still, gotta know how much I need to place for my six players in that first group. I am very much aware that the first modules of RotRL can seem a little scarce on treasure even for four players!


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Characters aging in real time is pretty much a bad idea. Comics come out in one month jumps, hence a lot of stories can't be told in "real time" with only 32 pages per month.

Not even to mention that some heroes have more endurance in popular culture than others. If you need to retire the popular heroes after a while (Marvel has now 50+ years of history, let's not forget that), it will go bad for you if your next bunch of characters were not as popular as the last one.

It's an all-around bad idea.


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I was predicting this reboot from about a year ago, I think. Way too many storylines were going with time travel stuff and character arcs were progressing in ways which made characters practically irredeemable (all the members of the Illuminati) and then there was the time jump in Avengers just a few months ago. The writing was on the wall.

However, how I react to this will depend on what comes out after the crossover. If they use this to essentially restart the timeline completely, they will lose my loyalty to the line. Having an unbroken continuity is one of the things which made Marvel comics unique to me. Having characters like Kitty Pryde be the sum of their experiences is what made them likeable and understandable.

If Marvel now goes the DC route of just ending the lives of their characters and replacing them with new versions with different live stories... what is the point of giving them any loyalty and investing emotions? From that point on, they all are constantly under the threat of the publishing company pulling the plug again for another reboot, just like under DC.

If Marvel just makes slight changes, i.e. they situate some characters in the main universe and (finally) end the Ultimate universe, then things will be okay. I don't know how they'd get around the damage they have done to some of their mainstay characters like Reed Richards, Tony Start, Namor, Black Panther and others this way, though.

All in all, I'll keep calm until the crossover is done. If they go with a full reboot, expect some fire spitting, however.


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Douglas Muir 406 wrote:
magnuskn wrote:

I probably would have not written the party out of Korvosa for two entire modules, but that would be rewriting the second half of the AP entirely, which of course can't be expected.

The standard Paizo AP includes a mix of urban, wilderness, and dungeon crawl. There are some exceptions, but that's the default. In design terms, an AP that never left the city would favor certain classes over others (rogues over druids, say) and there'd be whole categories of spells and feats that would never become relevant. Also, while some of us love the mean streets of the city, six straight modules of urban adventure might get a bit wearisome. (See, e.g., the near universal agreement that while hexagon-based exploration of wilderness in the first installment of Kingmaker was awesome, by the fourth it had become pretty tedious.)

Also, in this particular case, the PCs spent two modules and 5-6 levels outside the city getting better, smarter and stronger so that they can come back and lead the revolution against the Queen. That makes thematic sense, and I don't have a problem with it.

Eh, Pathfinder AP's have taken a lot of chances lately with their setting, so I think that they could break with those thematics you mention in the future. Of course that doesn't really bear out for a reprint of CotCT.


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Dreaming Psion wrote:
7. "I take down the tank with my dual-wielded pepperbox pistols! OH YEAH!"

And I thought I was the only GM stupid enough to allow this.


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Jason Bulmahn wrote:

Jason Bulmahn

Ezren on WoW
Borean Tundra

Well, you have the good sense to play a Mage, it seems. :p

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