Imperial Age from Adamant Entertainment is pretty comprehensive.
http://rpg.drivethrustuff.com/index.php?keywords=imperial+age&x=-1636&y=-185&author=&artist=&pfrom=&pto=
Back to lurking.
Call of Cthulhu
Savage Worlds (three campaigns: one pirates, one science fiction, and one 1930s pulp)
I also used Basic Fantasy Role Playing (BFRPG) to run the Pathfinder module Souls for Smuggler's Shiv.
Nanoc
Why not post a reward or bounty (dead or alive)?
Make it something that would tempt the other PCs to turn their buddy in. A cash sum, perhaps, plus a choice magic item (donated by the paladin's church). This is an evil/chaotic party, so they should be easily tempted: and even if they aren't...
Thank you for the effort you've put into this - it is wonderfully useful :) Just yesterday I was looking to see where the Girallon first appeared (because I'm working on Barsoom monsters, and the Girallon is a six limbed white ape ;) ). Now I know it originated with 3e I can stop wasting time...
Given that most campaigns top out at level 10-12, and that most people prefer play in the level 5-8 range, the 5-level PrC is better because you actually have a chance of completing it.
Ideally I'd like to see the requirements reduced, so that characters could qualify for a PrC any time after...
I roll in the open and have done since 1980 - obviously some skill checks and monster saves need to be done in secret.
If the party seems to be in serious trouble I sometimes suggest they might want to consider running for it - or remind a player about a magic item he or she has but might have...
Same here - after 9 months of running 3.5 I gave up and went back to 2e. I took some ideas from 3.5, but much simplified. Like others here, I'd happily play 3.5, but I'll never run it again.
In fact, for the last year or so we've not been playing fantasy at all. I've been using Savage Worlds...
Lose Spell Resistance.
Keep Dispel Magic, but simplify the way it works. For example, make it work against spell level, not caster level. I'm also in favour of junking everything that depends on caster level or caster ability bonuses BTW - saves etc should depend upon spell level only IMO...
I've just completed a short Firefly campaign (7 episodes, about 12 play sessions).
I wasn't impressed by the Serenity rules - there's a whole lot missing, like chase rules and ship-to-ship combat. So I used Savage Worlds instead: if you're familair with both systems you will understand why...
Fair comment on both counts.
The button is labelled "WIN" - but it doesn't always work ;) (or at least, it shouldn't).
Your second point is, sadly, true. As I mentioned before, it's one of the reasons my group quit on 3.5.
Cheers
Nanoc
Read the books. Trolls have a 10x10 Space/Reach. Rust Monsters have 5x5. AMF is a 10' radius emanation which is centred on the caster and moves with him/her. Check page 307 in the DMG - assuming a medium (5x5) caster there is room for a maximum of 1 troll and 7 rust monsters, plus the caster in...
At which point a creative party will have to come up with some alternative to head-on confrontation. Like sneaking in undetected. Or retreating until AMF wears off. Or setting their own traps and retreating to lure the enemy into them. Or talking their way out of trouble. Or bribing the BBEG's...