HDTenEightyP/NetNews huggingface dataset:
From: vanor@vax1.mankato.msus.edu
Newsgroups: rec.games.frp
Subject: GM's Pain
Date: 13 Apr 92 18:58:30 GMT
Article-I.D.: vax1.1992Apr13.125831.1713
Organization: Mankato State University

Hello, here's a intersting new thred to folow up on the stuped pc tricks
GM'S PAIN
What I am thinking of is posting of stories of when the pc's have done somthing 
to totaly destroy a GM's well laid plans and to start it off here's mine

Once when we were playing battletech the GM sent some realy strong mechs in
hopes of riping us a new A-hole, which he was doing quite well.  I was playing
a hunch-back (a little mech with a lot of firepower) which had got it's AC-20 
shot off early in the battle.  Just when the tide was turing in our favor the 
Battlemaster decided to move to long range and shoot us from afar.  After about
5-8 rounds of getting the shit knocked out of us I decided to try a desperation
ploy and picked up a shot off Murader arm and wiped it at the Battlemaster 
suprisingly enugh not only did I hit but hit him right in the head and killed
it (I know that shouldn't of happend but it was late and were ready to quit 
anyway)

What do you have VANOR
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Newsgroups: rec.games.frp
Subject: Re: CHAMP:  1/2d6 vs d6-1
Date: 12 Apr 92 15:39:11 GMT
Article-I.D.: rpi.-q7tkda
Distribution: usa
Organization: Rensselaer Polytechnic Institute, Troy NY

In article <1992Apr11.213317.19622@ctr.columbia.edu> vcf1@cunixa.cc.columbia.edu (Victoria C Fike) writes:
>Well, if 2d6+1 refers to a killing attack with the "Increased Stun Multiplier"
>Power Advantage, is it not logical to assume that 2d6-1 is a killing attack 
>with a decreased stun multiplier?  (The limitation itself is not stated ex-
>plicitly in the 4th Ed. rules; I daresay it was found in one of the earlier
>versions.  Anyone know for sure?  In any case, it seems reasonable to call it
>a -1/2 Limitation, as the Increased Multiplier is +1/2.)

But it doesn't.  "2d6+1K" means 2d6 PLUS ONE, killing attack.  Take a look at
the weapon lists in Champs 4th ed., it specifically has an extra column for
STUNx modifier.

...Paul

|FQT 1.10| Do not look into laser with remaining eyeball.
Newsgroups: rec.games.frp
From: ward1@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp
Subject: Re: Shadowrun: Controlling magicians
Date: 13 Apr 92 03:46:48 GMT
 <1992Apr11.180855.4586@magnus.acs.ohio-state.edu> <1992Apr12.002746.2637@u.washington.edu>

mkkuhner@milton.u.washington.edu (Mary K. Kuhner) writes:
>Lots of vulnerable stuff will doubtless be on-line, just as it is today.
>People aren't always very smart about computer security, and as Wordman
>and Andy say, some of it is more useful if accessable.  But the modules
>(and some genre novels) seem to me to take this to ridiculous lengths.
>Physical security systems?  Passwords for the safes??

I'll concede these last two points.  Hmm, or do I?

Passwords for safes:  Granted, people will probably not put these on a
machine, but one thing that I learned from the Cuckoo's (sp?) Egg, is
that people are generally pretty stupid about computers.  A lot of that
will likely go away by 2050, but think about how many people you know
that USE computers, but really know nothing about them.  The gap between
those that Know and those that don't will likely be _very_ wide by
2050.  And those not in the know will likely do dumb things (like put
passwords in e-mail, etc).  Fortunately for corps, most deckers never
deal with general employee data, focusing more on specific higher-ups.

Sec Systems:  This, too, is likely to be off Matrix, but on the other
hand, if I am corp presisdent and I fund an ultra secret project for
something that will be revolutionary, I want to make damn sure that
when whatever is being developed is finished, I can get it.  I want
a way into the compound in case the poeple there decide that they can
make more of themselves if they defect.  Or worse, it gets taken over
by others.  A hidden "Silver Angel" connection, at least, would be
good for this and would only serve my perpose if it could be activated
without internal permission from outside the compound.  I might also
hire my own decker to make sure that the compound is feeding me true
progress reports.

>Mary

Wordman

"O.K.  Then cross out the Elvis idea...."
      - Shaz, during an Shadowrun planning session
Newsgroups: rec.games.frp
From: markg@engrg.uwo.ca (Mark Gagnon)
Subject: Re: Character Names
Organization: University of Western Ontario, London
Date: Fri, 17 Apr 1992 04:57:20 GMT

I distinctly remember someone saying that they had written a names 
generator... If whoever it was would consider posting it or its
ftp-site location, I for one would be HAPPY! HAPPY! HAPPY!

-- 
Mark Gagnon                         University of Western Ontario
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"My path through life is strewn with cowpats from the Devil's own
Satanic herd!" - E. Blackadder
Newsgroups: rec.games.frp
From: mark@trillian.jsc.nasa.gov (Mark Manning)
Subject: Re: Herb List Needed
Organization: Simulacron I
Date: Fri, 10 Apr 1992 14:08:17 GMT

You can also get the book "Back to Eden" in most health food stores.
It too lists a ton of herbs, their uses, what kinds of diseases they
are good for, and even how to apply the treatment.
From: jeff@media.mit.edu (Jeff Tang)
Newsgroups: rec.games.frp
Subject: Re: GURPS: UlTRA Tech ?= Ultra Death??
Date: 14 Apr 92 21:11:28 GMT
	<1992Apr14.183720.3405@cunixf.cc.columbia.edu>
Organization: M.I.T. Media Laboratory


I've always thought that for Supers (I don't know about Ultra Tech) a
percentage DR in addition to the absolute DR would much more accurately
simulate the way that Supers take hits.  It would also tend to alleviate
the  nothing or death on a hit   syndrome.

example:
Tough guy has DR 30 and %DR 50
He takes  a 70 point energy blast. 
The %DR takes it down to 35, and he takes only 5 points of damage.

I haven't really worked out if this is a feasible or unbalancing system,
but I think it has potential in certain arenas.
From: hennessy@acsu.buffalo.edu (Mathew A. Hennessy)
Newsgroups: rec.games.frp
Subject: Re: Srun magicalness
Date: 8 Apr 92 20:02:00 GMT
Organization: UB

In article <1992Apr8.025306.29518@nevada.edu> wildcard@nevada.edu ( WildCard !!) writes:
>In article <NIGEL.92Apr7194307@rs733.GSFC.NASA.Gov> nigel@rs733.GSFC.NASA.Gov writes:
>>In article <tkelly.702644322@unix2.tcd.ie> tkelly@unix2.tcd.ie (Rincewind) writes:
>>
>>>	1 mage/shaman but not one of each.
>>>	1 Decker 
>>
>>optional...this is the easiest to get freelance...I let the team run
>>without a decker simply because this capability is not necessary to be
>>organic to the team in the missle of a fire fight.
>
>AAAARRRRRRGHGHG!!!!!  [ Lances of pain shoot through Wildcard !!'s head ]
>Who's gonna jimmie the locks or defuse the bomb or fool the retina scanner
>or get the info or analyze things?  A Decker's gotta be a tech-wizard, not
>a computer-geek! Any good team worth it's salt will have a decker in the
>group. Our decker is one of the most useful members because everyone is
>so concerned with being Combat-Machine that no one bothered to take any
>technical skills (except maybe the Merc's Demolitions:2, I hate it when he
>tries to defuse something :) ). With a couple of chip/datajacks at the
>disposal of a good decker he can get the softs that make him the resident
>know-it-all and linguist.  Knowledge is power, especially in 2052.

	Well, with electronics 6 and computer/b of 7/7, I think I've done good
with the group..  also, comlink X's, when used properly, are much more
effective than detect enemy spells (why wait until he's in visible range when
you can hear the xmissions on a police band scanner a mile away?)
	oh, with firearms 5 and cybered so I only miss on ones I hold my own
in a firefight (a well rounded character is SO essential 8)
	and the maglock passkey ain't bad either..  

>                                    - WildCard !!
>
-- 
   /I\          The Power of the Pyramid...  working for ME!  HAHAHAHA!!
  /(*)\         hennessy@acsu.buffalo.edu...  master of discord!
 /IIIII\        UB could care less what a student thinks, let alone says.
/IIIIIII\       Someone you trust is one of us.
Newsgroups: rec.games.frp
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.frp
Subject: Re: SJG - and a new rumor... (Was: Steve Jackson Games is Gone?)
Date: 11 Apr 92 18:11:06 GMT
Article-I.D.: cc.1992Apr11.121106.54390
Organization: Utah State University

In article <1992Apr10.185317.18612@infonode.ingr.com>, foxx@foxxjac.Berkeley.EDU (Andrew "AJ" Foxx) writes:
>> Amen. Next proposed bald face lie: a Secret group...

> But it's been leaked to National Public Radio...

	And then the NSA starts to dip their subtle hand into it... just a 
hint, take cover, change your identity, and move to Alaska (that is unless you 
live there, then move to mexico).

				Shade Pendragon
Newsgroups: rec.games.frp
From: vcf1@cunixa.cc.columbia.edu (Victoria C Fike)
Subject: Re: CHAMP: 1/2d6 vs d6-1
Organization: Columbia University
Reply-To: vcf1@cunixa.cc.columbia.edu (Victoria C Fike)
Distribution: usa
Date: Mon, 13 Apr 1992 02:27:56 GMT

In article <1992Apr11.222023.21915@cco.caltech.edu> laurence@cco.caltech.edu (Dustin Lee Laurence) writes:
>
>Your logic is impeccable, but your premises are not.  2d6+1 refers to
>a roll of 2d6, and adding one pip.  It corresponds to 7 damage classes.
>In this case, it is also reasonable to assume that 2d6-1 refers to
>five damage classes, as indeed it does.

Ah, the problem here is a confusion of notation....my group used xd6+1 to 
refer to a KA with increased stun multiplier, for the simple reason that we
didn't calculate these things as "damage classes" per se.
  
>I shouldn't trust my memory in public, but I'm quite sure that the 4th
>Ed. rulebook, Fantasy Hero, and Ninja Hero all have weapons rated at
>xd6+1 which also have +1 STUN multiple.

You're quite correct, at least in re: the 4th Ed.  My error.

>
>-- 
>Dustin Laurence            "Someone please stop me, before I net again."
>
>laurence@alice.wonderland.caltech.edu

Tori

------------------------------------------------------------------------------
Victoria C. Fike                  |  "Raise your can of beer on high, 
vcf1@cunixa.cc.columbia.edu       |   And seal your fate forever;
"And this is what it is to embark |   Our best years have passed us by--
upon a career of unlicensed plea- |   The Golden Age of Leather..."
sure!"--Sir Ruthven Murgatroyd    |       --Blue Oyster Cult
------------------------------------------------------------------------------
From: gt9405b@prism.gatech.EDU (Lord Goodgulf the Ma-a-a-agical Wizard)
Newsgroups: rec.games.frp
Subject: Re: Why do people like D+D/AD+D
Date: 6 Apr 92 23:24:56 GMT
Organization: Georgia Institute of Technology

In article <1992Apr6.211537.27265@apollo.hp.com> johnf@apollo.hp.com (John Francis) writes:
>Apparently *you* haven't read the inumerable articles penned by Gygax in
>issue after issue of Dragon, where he totally contradicted this viewpoint.
>Nor have you read the statement in the 2nd edition handbooks (DM's guide,
>I think) which explicitly re-states that the rules are *not* absolutes.

    So what's he going to do?  Sue you?  I fail to see what the problem is.
So the man was a bit megalomaniacal.  (Or whatever.  You get the point.)
That doesn't mean that you can't just say you're playing AD&D and to hell
with him.  And if he did sue everybody who violated this "rule", you could
just say that you were playing your own version of AD&D.  So, I say again,
where's the big horrible evilness that results?
                               Lord Goodgulf the Wizard

-- 
Lynn Richard Akers                                                              "Her name was Cind.  She was very, very young and very, very lovely.  It was
that special kind of beauty that grabbed at the heart through the loins.  Cind  was also one of the most highly regarded practitioners of that supremely lethal
art--sniping."    Allan Cole and Chris Bunch, The Return of the Emperor         uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt9405b
Internet: gt9405b@prism.gatech.edu
Newsgroups: rec.games.frp
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: GURPS: UlTRA Tech ?= Ultra Death??
Keywords: GURPS DEATH ULTRA
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Tue, 14 Apr 1992 18:37:20 GMT

In article <1992Apr12.112007.9414@newstand.syr.edu> tmyoung@rodan.acs.syr.edu (Thomas M. Young) writes:
>This is a pervasive problem in SF and SF gaming - if people don't keep up with
>their tools, the tools take over.  What you have described is the "Armored
>Creampuff" syndrome, and has been much discussed on SJ's BBS. 
...
>To combat this effect, use damage to inanimate object rules on the armor. 
>Steel is listed has having DR8, and 80HT per inch, and provides 70DR to any
>one standing behind it.  If you made 6" thick steel armor (for a super-strong
>guy, or a tank), it might legitimately have DR8 and 480HT, and provide 420DR
>to its occupant. 
>Eventually, you will ruin that armor, and soft little guy inside is toast. 
...
>So: 1) Decide what the typical damage you're players will be up against is.
>    2) Pick an armor value a few points less than the max damage from (1).
>    3) Decide how much DR and HT the *armor* itself has in order to provide
>       for (2) above - remember brittle materials (composits) will have
>       more DR and less HT.  This fact keeps these things under control.
>       1" Steel has DR8,HT80,DR(for occupant)70.  Ceramic composits might
>       have DR16, HT40, DR(for occupant)140 - great protection until they
>       shatter.
...
>This has worked for my campaign, but can create some real problems if you've
>got sneaky engineers in your game.  Still, they're realistic problems, and
>not game killers.

	Hmmm. This may work OK for some styles of gaming, but I hardly 
think it is 'realistic'. Holding a 2" thick steel plate in front of you 
is not going to protect you from being hit be an artillery shell, any 
more than a chainmail coif is going to protect you from a mace hit to 
the head. Real armor is not 'worn down' without damaging what is 
underneath.

	Has anyone worked out a system where *some* damage penetrates? 
i.e. You are wearing an armored suit of advanced laminates. An artillery 
shell hits you in the chest: you are thrown back 4 yards and cooked in a 
FAE explosion. Your padding and coolant systems help some, but you still 
take 8pts damage...

	Is anyone interested in developing such a system? It seems 
more realistic and interesting to me than the hit point system - which 
tends to lead to characters facing down massive weaponry because they 
know they are safe (for a few rounds, at least). It also could lead to 
characters being wounded. 

---------------------------------------------------------------------------
John Kim                    | Alice: "But if I wasn't real, I shouldn't be
jhk6@cunixb.cc.columbia.edu | able to cry."  Tweedledee: "I hope you don't
Columbia University         | imagine those are *real* tears."
From: laurence@cco.caltech.edu (Dustin Lee Laurence)
Newsgroups: rec.games.frp
Subject: Re: CHAMP: 1/2d6 vs d6-1
Date: 11 Apr 92 22:20:23 GMT
Distribution: usa
Organization: California Institute of Technology, Pasadena

vcf1@cunixa.cc.columbia.edu (Victoria C Fike) writes:

>Well, if 2d6+1 refers to a killing attack with the "Increased Stun Multiplier"
>Power Advantage, is it not logical to assume that 2d6-1 is a killing attack 
>with a decreased stun multiplier?

Your logic is impeccable, but your premises are not.  2d6+1 refers to
a roll of 2d6, and adding one pip.  It corresponds to 7 damage classes.
In this case, it is also reasonable to assume that 2d6-1 refers to
five damage classes, as indeed it does.

I shouldn't trust my memory in public, but I'm quite sure that the 4th
Ed. rulebook, Fantasy Hero, and Ninja Hero all have weapons rated at
xd6+1 which also have +1 STUN multiple.

(The limitation itself is not stated ex-
>plicitly in the 4th Ed. rules; I daresay it was found in one of the earlier
>versions.  Anyone know for sure?  In any case, it seems reasonable to call it
>a -1/2 Limitation, as the Increased Multiplier is +1/2.)

It may be reasonable for some campaigns, as long as you don't allow
people to take it repeatedly.  That way lies great and certain abuse.
Extreme example: -4 STUN multiple for a -2 limitation.  I get a die
of killing attack which averages 3.5 body for 3.75 -> 4 points, cheaper
than a die of normal damage.  Ugh.

>Tori

-- 
Dustin Laurence            "Someone please stop me, before I net again."

laurence@alice.wonderland.caltech.edu
Newsgroups: rec.games.frp
From: fnord@close.columbia.edu (Andres Harasty)
Subject: Re: Lich Killing Advice Needed
Reply-To: fnord@close.UUCP (Andres Harasty)
Organization: Columbia University Department of Computer Science
Date: Fri, 10 Apr 1992 17:36:57 GMT

When a party that iwas in meet a lich  (This was in Warhammer FRP) we
did the obvoius thing.  We had a mage who was a Devote to Morh (the god
of the dead), and was therfore bound to destroy all abominations of
death, In other words he started to cast a fireball at the Lich.

Well, the Lich casted a animostiy spell on us and so our whole group
started to fight amongst our self.  When the spell ended,  The
afomention mage was the only one killed, the rest of us were not in that
great shape  (I had to face our Giant slayer).  The lich was still
sitting there watching us and had not moved.

After rocovering our selfeves, we tried the civilized aproach.  We
talked to it.  It turned out that he, the Lich, had no intention of
killing us.  He just wanted to get revenge on the person who killed his
son.  We said that we were the ones sent to kill the Baron (the person
that killed his son) and said that the Baron was dead.  The Lich said
thank you and then crumbled in to dust.

The moral is:  If you see a pile of shit, don't kick it.

Ask it what it wants.

-fnord
From: djohnson@willamette.edu (Dane Johnson)
Newsgroups: rec.games.frp
Subject: Re: Stupid PC Tricks
Date: 10 Apr 92 21:21:20 GMT
Article-I.D.: willamet.1992Apr10.212120.22376
Organization: Willamette University, Salem, OR

A couple of years ago I was running a GURPS Space campaign and we had
one character who wanted to play a Han Solo-type smuggler.  All well and
good, until the customs official asked him what his job was.
 
 "Oh, I'm a smuggler."

It was fun trying to watch both him and the party to squirm their way out
of that one...

The Great "Dane" Johnson
Newsgroups: rec.games.frp
From: vehaag@crocus.waterloo.edu (Viktor Haag)
Subject: Re: CHAMP:  Racial Packages:  Ripoff?
Organization: University of Waterloo
Date: Thu, 16 Apr 1992 15:35:23 GMT

In article <8x0t-6k@rpi.edu> cleggp@aix.rpi.edu (Paul Jason Clegg) writes:
>Is it me or are Racial Packages totally bogus when it comes to increasing
>maximum characteristics values?  I mean, you can pay points equal to the
>value of the characteristic to increase the maxima.  This means you don't
>have to pay double up until that point.  But you don't get any points out
>of it, so when you DO get to that point, you still have to pay the points to
>get there.  What's the difference between the two following options:
>
>1).  You buy your Strength (for example) up to 20.  Then you pay 10 points to
>bring it up to 25 (twice normal cost).
>
>                   -- OR --
>
>2).  You buy your Strength up to 20, and you pay 5 points with a racial 
>package to increase the maxima to 25.  Then you pay another 5 points to put
>your Strength up to 25.  5+5=10.

I may be mistaken, but here is how I interpreted the rules.

When you have a racial package that increases the Racial Max by five points,
say bringing STR max up to 25, you also increase the base by the same amount.
That is to say, your base then becomes fifteen.  Thus, if you buy a racial
package where the STR Max gets raised to 25, and you put 5 points into 
STR, you will end up with a STR of 20, as the base was raised by 5 as well.

Thus, for my example, the cost of raising the STR to 25 would be 15 (10 for
the actual points, and 5 to raise the Maximum).  This nets you a bonus of
5 points, for taking the racial package, which should be more than offset 
by the hassle of having to buy all the other components of the package,
along with attendant disads.




-- 
Viktor Haag 
		            |  "We are not thugs.  We are not fanatics.
vehaag@crocus.uwaterloo.ca  |   We are vitamin supplements to justice."   
viktor@watdcs.uwaterloo.ca  |				: a Selector
From: khise@conquest.ksu.ksu.edu (Martin Andrew Shobe)
Newsgroups: rec.games.frp
Subject: Re: AD+D2 VALHERU STATS
Date: 15 Apr 1992 10:39:50 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: conquest.ksu.ksu.edu


In article <dragon.703320360@camelot>, dragon@camelot.bradley.edu (Matthew Korth) writes:
>In <3320@svin02.info.win.tue.nl> rob@wsinpa02.win.tue.nl (rob van Rief) writes:
[Stuff deleted]
>>3: It seemed to me that Ashen-Sugar's armour was special, the returning 
>>   Valheru trick being part of his protective plans concerning Midkemia.
>I thought that Macros was involved in that process (long after A-S's death,
>of course).
>
Actually, I think he was involved before his death as well.  Also, Thomas had
a "feedback" effect on Ashen-Sugar.

[Stuff deleted]

Khise@matt.ksu.ksu.edu
Newsgroups: rec.games.frp
From: wilder@mik.uky.edu (jeff wilder)
Subject: Re: Inspired character names
    <1992Apr15.140834.9582@fang.att.com> <1992Apr15.091252.54492@cc.usu.edu> 
    <1992Apr15.104516.21653@bronze.ucs.indiana.edu> 
    <1992Apr16.042747.27147@oz.plymouth.edu>
Organization: University Of Kentucky, Dept. of Math Sciences
Date: Thu, 16 Apr 1992 07:06:41 GMT
X-Bytes: 

My friend Dan created a cleric named Osman...not TOO silly, until you heard his
title...

Osman...the Slightly Sub-Omnipotent.

--
================================================================================
| Jeff W   uk06666@ukpr.uky.edu | Meddle not in the affairs of cats, for they  |
| Wilder   & wilder@mik.uky.edu | are subtle, and will piss on your cyberdeck. |
================================================================================
Newsgroups: rec.games.frp
From: pentangl@spdcc.com (Scott Moir)
Subject: Re: Silly GM tricks
Organization: First Church of Cthulu, Insmouth MA
Distribution: usa
Date: Mon, 13 Apr 1992 02:44:28 GMT

Sometimes the simple things work best.

20x20 room, door on opposite side of the room. The floor of the room
is covered in sand, some six inches deep. In the cieling is a hole
a foot across.

They wouldn't step one foot into the room. They went elsewhere.

The hole was just a hole, the sand was just sand. :)

Scott

-- 
Scott Moir / Pentangle / Satyr ______ # "There's really only one requirement 
pentangl@Ursa-Major.spdcc.com  \ \/ / #  for a Prophet, and you've got it."
B4 f t+ w g k+(+) s+ m r p+     \/\/  # "What's that?"
These are my opinions, not SPDCC's    # "A mouth." - 'God' to J.R.'BoB' Dobbs