die_kluge said:
Demons sure, but my game has tons of Slaad in it.
For all intents and purposes, a slaad can be considered a demon; a creature that serves as an antagonist or supreme villain. For the longest time in myth, "chaos" and "evil" were interchangeable; this can still be seen in books like the Elric series, and Three Hearts And Three Lions by Poul Anderson.
Just because D&D treats evil and chaos as distinct forces doesn't mean any given campaign has to do the same, nor does it have to give them equal time. That goes double for a movie meant for mass consumption. And in fact, your campaign featuring tons of slaad is most likely an exception; if you look at published adventures and most story hours, demons, devils and the clash of good-vs-evil tend to feature far more prominently than slaad, modrons and law-vs-chaos.
I mean, most people would understand "creatures of pure chaos", but Slaad really aren't that, anyway. They're kind of hard to define. And why do they look like toads, anyway?
Look at the picture in the 3E MM. Does that look like a toad?
But it doesn't have to stop at Toads. Throw in Modrons, and it gets even more weird.
This is silly. You seem to think that a movie must feature every monster and option that appears in the books to qualify as a D&D movie. That's ridiculous, even more so than saying that a campaign must include every monster and option to be called D&D.
A Planescape movie featuring modrons and slaad could work very well. Consider that Planescape: Torment won rave reviews from people who had no idea about D&D. That has no bearing on whether a movie set in Greyhawk or FR should include modrons and slaad.
There has to be some basis, if we're talking about a movie here, for why the barbarian's sword just isn't very effective against a creature with a DR 10/Law. Val Kilmer: "My sword isn't effective - cleric, can you align this to law so that I might smite my enemies?" Audiences would never buy that.
Oh, for chrissakes. Holy swords with great power over the wicked are all over the place in myth, legend, folktales and whatever, and the the exact mechanic that D&D uses to represent this is entirely beside the point. This is known as "grasping at straws".
The last combat we had in our game. 8 Slaad against the party. The levitating avatar of a dead god in Stag form is placed into a rope trick for safe-keeping. The party is all stone-skinned, and the sorcerer is blind from a previously cast detect magic (in which he detected the afore-mentioned avatar), so I blinded him. The party rogue is blinded from a nymph druid, whom she attacked, because a non-euclidian advanced phase spider caused her to go insane, and so is babbling incoherently in a pond behind the party. The slaad start out with spells like chaos hammer, and fireball, a gray paralyzes the druid with power word stun, and there were at least two dimension doors cast, once by the druid, and another by the gray.
The slaad had lots of spectacular boom spells. The party had the power of the divine to protect them. What's the problem? The D&D geeks can entertain themselves for hours trying to identify each individual spell and effect. Everyone else will just lap up the explosions and gore.
And no, I didn't make any of that up. That's my game. That combat lasted most of the night (about 3.5 hours), and it would take a full two hour movie to set a context to just *explain* half that stuff to a movie-going audience.
If you're making a D&D movie, you're not there to explain the rules to the audience. You're there to _tell a story_, one that features lots of spectacular special effects along the way. If people were willing to buy the pseudointellectual waffle of The Matrix, as long as they got lots of competently done gun-fu, you can bet they'll be willing to buy D&D-related waffle as long as they get lots of competently done spell-fu and sword-fu. Note the "competently done" disclaimer, to exclude tripe like the actual D&D movie.