HDTenEightyP/NetNews huggingface dataset:
From: reza@magellan.ae.utexas.edu (Alireza Vali)
Newsgroups: rec.games.frp.dnd
Subject: WANTED: Recommendations for High-Level Adventures
Date: 16 Nov 92 19:51:09 GMT

Hello out there.  Inspired by all this discussion about power gaming,
our group decided to shelve our current 7th level party, and dust off
our retired high-level party for a few exciting adventures.  Our DM
prefers to write his own adventures, and he is very creative and writes
great adventures, BUT he is also very busy.  Because of this, our playing
frequency has dropped because he simply does not have time to write
adventures.  I would like to know if you folks can recommend some 
exciting prepared adventures for AD&D 2nd edition campaigns.  The party
composition is as follows:

5th/14th level Human Fighter/Wild Mage
14th level Human Cleric of Millil
16th level Human Thief (Pirate)
12th level Human Ranger
14th Level Halfling Bard (Whistler?)

Thanks in advance.
-- 
Ali R. Vali - reza@magellan.ae.utexas.edu
Newsgroups: rec.games.frp.dnd
From: chrisc@cae.wisc.edu (Chris Carey)
Subject: Re: Most powerful first level spell
Organization: College of Engineering, Univ. of Wisconsin--Madison
Date: 21 Nov 92 20:15:42 CST

Whoops, right you are, still a darn good spell though


Newsgroups: rec.games.frp.dnd
From: phammond@cs.tcd.ie (Paul Hammond)
Subject: Re: spellcasting in Armour!!!! Indeed!
Summary: Magical armor is weightless
Keywords: Rangers
Organization: Trinity College, Dublin (Computer Science)
Date: Fri, 20 Nov 1992 16:26:43 GMT

>No, it's not just smoke and mirrors.
>
>It takes experience and painful practice to learn how to wear armor without
> chafing and restricting your movements.  I suppose a mage could take the time to
> learn how to do it, but at the expense of his magical studies.  Rangers, I think,
> can only cast spells in light armor; the ranger knows how to move around in this
> kind of armor, after all he can use two weapons in it, for example.
>
>

What about the case about magical armour, all of which is completely weightless.
There still of course might be an encumbrance factor if it was bulky not
permitting sophisticated hand or body movement necessary to cast the
spell but I would have to agree that it is game balance in general. You
cannot get too logical and realistic in DnD or otherwise you end up
losing the spirit of the game and get bogged down in technicalities.
Rangers and Paladins that have spell abilities are of quite a high level
and are therefore extremely used to and proficient at moving and
carrying out normal functions in armor. It becomes a second-skin, they
would almost feel naked or uncomfortable without it I would presume.

If the armor allows free had movement in most directions, and I assume
it would have to if the wearer is going to use their arms to wield
weapons, then there should be no reason why spells cannot be cast.
Remember it is the high level spells that require fancy preparatory
work beforehand and rangers and paladins only have the ability to cast
low level stuff.
At worst the fighters have to put away their weapons which can be quite
a pain in the ass if they have to act quickly.

Paul
From: young@wattle.dg.oz (Philip Young)
Newsgroups: rec.games.frp.dnd
Subject: Re: Dual Class Character
Date: 17 Nov 92 07:30:55 GMT
Organization: Data General Australia

In article <2419@cix.cict.fr>, dutech@reseau.Berkeley.EDU (Groupe ELEVES) writes:
|> 
|>   [... Philip Young, about my vision of cleric/fighter dual class, that
|> I thead on the paladin class...]
|> 
|>   I don't care. I'd be happy to have a better explanation for them dual-
|> classed PCs that keep their priest abilities when their fighter level
|> catches up with their priest level. Either you don't allow priest powers
|> anymore ( but then, why ? ...

Because you are now apostate, having forsaken the sacred, Cleric-specific
injunction against the use of edged weapons.

|> 
|>   As for paladins, I'm sorry for them ...

Truly touching, Redwing, but quite unnecessary, since they have both might
and right on their side.  I imagine they'd be sorry for you 8^}

|>                                    ... but it's another problem. They are
|> NOT (IMHO) the holy warriors of any church. They are an embodiment of
|> chivalric virtues, coupled with a hefty dose of catholicism. Sort of
|> templars (not the DS one, the historical one) or Knight of the Round
|> Table, redesigned by TSR... They are not attached to any religion save
|> their own.                           ^^^ ^^^^^^^^ ^^ ^^^ ^^^^^^^^ ^^^^ 

Quite so - but they ARE attached to their own.  Where do you think they
get their Paladin abilities (over and above skill at arms) from - the
general store?  The same (minus, perhaps, the chivalric virtues) could 
be said about Clerics, any brand, even in the world of Students and
Workers ...

|>          Once again, the Templars and Hospitallers come to mind. Holy
|> warriors are quite different. They are fighters that have been imbued
|> with a portion (tiny) of their god's power, in order to better support
|> the church and enforce its will. THey are the tools of the god and its
|> priests (well, mostly of its priests).
|> 
|> 							Redwing.

Perhaps you could better explain the distinction between your Holy
Warrior and a Paladin?  It still eludes me, so I see no need to 
implement your particular "vision".  We are all ultimately tools of
the gods.

-- 
Philip R. Young                   | Sir Lloyne ... the kind of guy  
Data General Australia Pty. Ltd.  | you'd really like to meat, IM Holy O
 
Newsgroups: rec.games.frp.dnd
From: mmidura@ccs.northeastern.edu (Marc Midura)
Subject: Re: A very good POINT on Bow Profic.
Organization: College of CS, Northeastern U
Date: Fri, 20 Nov 1992 16:21:48 GMT

In article <1992Nov20.125457.3362@csd.uch.gr> chrysop@csd.uch.gr (Chrysopoulos Marios 484) writes:
>But i must tell you that transforming a bow to a machine gun
>is not the solution to that!!! I think it would be better to give some
>attack bonuses and/or damage bonuses due to better aim, better judgement of
>the air, familiarity with the bow etc. But IMO 8 or even 4 arrows per round
>are too much!!! This would mean that (for the 4 arrows) this person can aim
>and shoot and arrow every 15 seconds at the most. And also he has to get cover
>from enemy fire and to get the arrows from the quiver and he certainly has
>to aim as best as she/he can in order not to hit a friend...
>
>Now what do you say about that???

Well, I can accurately fire 8 arrows in 30 seconds at a stationary target.
(I'm pretty stationary, using only a 40lb bow and my arrows are in a 
convient place, stuck point first into the ground.)  That would come to
16 arrows/minute.  Now reduce that for the additonal aiming time for firing
at a moving target, evading incoming missle fire, using a stronger bow 
(although strength may reduce this) and having to draw from a quiver.

I have never fired at a moving target before so I couldn't give you much help 
on how much to reduce the rate of fire.  (Although if anybody would be willing
to give me a hand, I could get some results ;-)

Drawing from a quiver would probably reduce my fire rate in half.  (Less once
I got used to the quiver.)  The amount to reduce the rate of fire for evading
incoming missles would vary depending on the volume of missle fire and cover
available.  This could vary from 0 (I'm not going to stick my head out
from behind this rock to let 40 archers fire at me) to full rate of fire (the
poor fool is unarmed running uphill towards me).

Does anybody give their players additional shots and/or to hit bonuses for
staying stationary while shooting? (ie, Enemy gets a bonus for prone target?)

.marc
Newsgroups: rec.games.frp.dnd
From: wilsonm@vaxb.acs.unt.edu
Subject: Re: How do UNDEAD see?
Organization: University of North Texas
Date: Mon, 16 Nov 1992 14:39:18 GMT

In article <BxKsvA.LA0@news.cso.uiuc.edu>, was28667@uxa.cso.uiuc.edu (palamino) writes:
> 
> Seems like I'm always posting to this group asking about undead...
> 
> Anyway, how do y'all handle just what undead can see?  A skeleton doesn't
> have eyes, so I assume that it's a magical vision.  And since undead are
> usually wandering around in the dark, I also assume that light isn't 
> required for them to see by.  So do they have some sort of magical 
> infravision?  If that were true, they couldn't see each other - leading
> to an awfully clumsy troop of skeletons for example.  So it must be some
> sort of radar, I guess.  In which case, they can see invisible objects/
> people, right?  Hmmm.  Am I just missing some obvious answer?

Well - as I always remember - the skeletons always have a "light" about the
eye sockets - and u can always assume that that is the magical eyes the
creature has are the visual view ports you are lookking for.  As for
what they see - I always assumed it was the life force - and lack of life
force that the creature has/had.
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Newsgroups: rec.games.frp.dnd
Subject: spell combination question
Summary: how does this work?
Keywords: spells, DND
Date: 16 Nov 92 18:02:42 GMT
Article-I.D.: jabba.BxtM4K.Cv6
Organization: Harris Corporation - ISD


Here's a question for you DM's and Mage types.  Let's say I've got a mage
that has learned Mirror Image and Invisiblity.

If I cast Mirror Image first then cast invisiblity what happens to the
mirror images?

Do they go invisible with me?

The spell states that the images do exactly what I'm doing.  Does that
they are all clustered around me.  So that if while I'm invisible (assuming
they are not) and I try to sneak around an opponent.  Does that mean my
opponent is still facing me with a cluster of me's standing around?  Or do
my mirror images spread out, possibly surrounding my opponent.

Does that also mean if I'm invisible and pull out my wand of paralazation,
the other images do that too and alert my opponent as to my plan?

If I cast invisiblity first then cast cast mirror images.  Have I blown
my invisiblity?

If I haven't blown my invisiblity and assuming they are invisible with me,
when I attack my opponent do they come visible too?

--
Joe Carl Jr.               "If you ever drop your watch      |Deep Thoughts
jcarl@jabba.ess.harris.com  in a pool of molten lava,        | Saturday Night
                            let it go, cause man it's gone"  | LIve
Newsgroups: rec.games.frp.dnd
From: rothwell@ravel.udel.edu (James C. Rothwell)
Subject: Re: A very good POINT on Bow Profic.
Organization: University of Delaware
Date: Mon, 23 Nov 1992 13:16:38 GMT

In article <1992Nov20.165426.9938@magnus.acs.ohio-state.edu> cwatters@magnus.acs.ohio-state.edu (Coyt D Watters) writes:
>In article <By0p2I.9C4@news.udel.edu> rothwell@ravel.udel.edu (James C. Rothwell) writes:
>>When I am shooting without a sight (as is true for most ADnD archers), I
>>can confidently shoot the 6 ring and higher at 20 yards, the 4 ring and
>>higher at 40 yards, and most often hit the target at 60 yards.  That
>>corresponds to about 10", 14", and 20" if my estimates (away from the
>>targets) are accurate.  
>
>Unfortunately, you are mistaken.  Game inch = 10 yards outdoors
>                                  Game inch = 10 feet indoors
>
>So you are shooting from 2", 4", 6" in outdoor settings, 6", 12" and 18" in
>indoor setings.

Oops, I should have been clearer.  I was estimating the diameter of the
target size (ie: pick the size you think your target is), not the scale
inches to the target.  You do bring up the excellent point that you must
take into account the range modifiers though....

Jim
-- 
_________________________________________________________________________
James Rothwell             |   There are three types of mathematicians:
rothwell@ravel.udel.edu    |   Those who can count, and those who can't.

Newsgroups: rec.games.frp.dnd
From: u9037721@cs.uow.edu.au (David John Hanes)
Subject: Re: Testing for Biased Dice
Organization: Dept of Computer Science, Wollongong University, Australia
Date: Fri, 20 Nov 1992 00:44:02 GMT

On the subject of biased dice: I have been accused of using biased dice when
rolling characters. We use the 4d6 highest three method (Doesn't every one?)
and I always used the same four dice. I admit that the rolls were high 
( ~average 14 per stat), but I had in no way altered the dice, and they were
bought off the shelf as normal dice (two sets of 2 dice at seperate times).

The funny thing is that I recently lost one of those dice and my rolls have
significantly reduced. The highh rolls only seemed to work when the four
dice were used as a set. I have studied stats at uni but still I think there
is something more in the values given by dice (some people call it luck,
some people may even believe there is something mystical about it). 

What ever it is, nobody can predict the outcome of the rolls, even when
there seems to be a pattern (as exhibited by biased dice).

DAVE!
=====

University of Wollongong.

u9037721@wraith.cs.uow.edu.au (just incase .sig doesn't work)

-- 
++++++++++++++++++++++++++++++++++++s
David Hanes..

E-Mail u9037721@wraith.cs.uow.edu.au
Newsgroups: rec.games.frp.dnd
From: chrisc@cae.wisc.edu (Chris Carey)
Subject: Most powerful first level spell
Organization: College of Engineering, Univ. of Wisconsin--Madison
Date: 21 Nov 92 14:01:52 CST

Not incredibly versatile, but for a mage who wants to survive I think Armor is
incredibly useful.

Others:
gotta like Sleep
I think Enlarge is a darn good spell when you start to get to about fifth,(Hmm
large creature, two-handed sword, wow, you nailed him for 14 with your strength
and +2 sword, wait make that 21...)
And you gotta like phantasmal Force.


Newsgroups: rec.games.frp.dnd
From: kjenks@gothamcity.jsc.nasa.gov
Subject: Re: spellcasting in Armour!!!! Indeed!
Originator: kjenks@gothamcity
Keywords: Rangers
Organization: NASA/JSC/GM2, Space Shuttle Program Office
Date: Tue, 17 Nov 1992 20:52:08 GMT

In article <1e1043INN8ca@lester.appstate.edu> FDN02462@CONRAD.APPSTATE.EDU (*Lewis Edward Lynn) writes:
>The concept of casting [magic-user] spells in armour is absurd.  [....]

What about 9th level human Rangers?  They do it all the time.  My AD&D1
ranger, Silver Wind, has just reached 10th.  She casts Unseen Servant
almost every game day.

The ONLY reason human single-class magic-users aren't allowed to wear
armor is game balance.  Any other reason (metal blocking magic, armor
hindering somantic components, etc.) is pure fabrication and really
isn't necessary if you accept the idea that there is such a thing as
game balance.  If multi-class elves can wear armor, why not single-class
elves or humans?  Why not dual-class humans?  Simple: game balance.

Any other anwser is just smoke and mirrors.

-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
      kjenks@gothamcity.jsc.nasa.gov  (713) 483-4368

      "Orcs are cruel and hate living things in general, 
       but they particularly hate elves and will always 
       attack them in preference to other creatures."
         -- AD&D Monster Manual 1, p. 76.
Newsgroups: rec.games.frp.dnd
From: reddrgon@matt.ksu.ksu.edu (Red Dragon the True)
Newsgroups: rec.games.frp.dnd
Subject: Re: A call to the Sages of the Forgotten Realms
Date: 20 Nov 1992 12:55:32 -0600
Organization: Kansas State University
Distribution: na
NNTP-Posting-Host: matt.ksu.ksu.edu

dclayton@bnr.ca (Don Clayton) writes:

>In article <1eh0qvINNb2@matt.ksu.ksu.edu>, reddrgon@matt.ksu.ksu.edu (Red Dragon the True) writes:
>|> dclayton@bnr.ca (Don Clayton) writes:
>|> 
>|> >2. He's powerful (can you say kick Elminster's but?)
>|> not likely, seeing as how Elminster is immortal and all

>Really, where did you read this?  He appears to be very old and powerful, but I

Check out the Avatar trilogy, it explains how Ao decided to break up Mystra's
power so that if another god was able to overcome her and hold her prisoner,
said god would still not control all the magical powers.  So Ao gave fractions 
of Mystra's power to three individuals in the Realms:  Elminster, Khelben,
and the Symbol.  This process made them each immortal.  
-- 
*****************************************************************************
* reddrgon@matt.ksu.ksu.edu   * The mightiest of all creatures, the most    *
* reddrgon@cygnus.cis.ksu.edu *   awful, cruelest beast -- the red dragon.  *
*****************************************************************************
Newsgroups: rec.games.frp.dnd
From: skyzor@hana.cs.ucla.edu (Kelly Nabours)
Subject: Live Action
Organization: UCLA, Computer Science Department
Date: Thu, 19 Nov 92 23:53:40 GMT

Someone posted a question earlier about the existence of any live action
roleplaying group.  More information on live action can be found
on alt.games.frp.live-action


-- 
*******************************************************************************
Kelly Nabours    "There are strange things done in the midnight sun..."
aka Jack Danger  "That was close, but not close enough, because I'M JACK DANGER
*******************************************************************************
From: "shire::rob"@kosmos.wcc.govt.nz (Rob McNeur)
Newsgroups: rec.games.frp.dnd
Subject: AD&D PBeM (1st ed) starting...
Date: 19 Nov 1992 21:33:17 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu

(I apologise if this gets posted twice, we're having trouble with our NEWS 
relay)

Greetings
(reply to "Rob@ccc.govt.nz")

I intend to start an AD&D 1st edition PBeM shortly and am now taking
characters. Characters should be 1st - 3rd level, and oriented towards 
group play. Total loners or party killers are *NOT* wanted.
5-8 characters wanted, experience preferred although not vital.

I allow any classes from the Players Handbook and also Cavaliers and
Barbarians from UA except *NO* assasins or evil characters.

Please don't include 2nd edition as I don't have the manuals or knowledge of
the changes.

I have played and GM'ed AD&D for 10+ years and prefer role-players to
munchkins or min-maxers, but will try anyone. I'll accept entrants until 
Wednesday 25th 18:00 GMT and will select characters based on content and 
suitability to a (semi-) balanced group.

Email to

Rob McNeur
Christchurch City Council                      Rob@ccc.govt.nz
Christchurch, New Zealand
Newsgroups: rec.games.frp.dnd
From: kurgan@spock.uucp (Andrew Twyman)
Subject: Funny D&D Story
Organization: Choate Rosemary Hall
Date: Sat, 21 Nov 1992 02:53:15 GMT

Hey guys, I saw this neat story in a AD&D discussion group that I subscribe
to over e-mail.  I thought that you might find it amusing:
------
Interviewer: I'm here with Cajun Man, who is going to be fighting a dragon
        tomorrow. Can you tell me what you're feeling?
Cajun Man: AnticipaSHUN.
I: You've earned quite a reputation for yourself, especially after stopping
        an insane mage. Was it ever discovered what drove him mad?
CM: Demonic possesSHUN.
I: I guess you would be. Tell me, why are you going after this particular
        dragon?
CM: DestrucSHUN.
I: That's right, this big fella successfully destroyed 5 cities.
CM: CorrecSHUN.
I: Sorry, it was 6 cities. Cajun Man, do you have any tricks up your sleeve?
CM: Eyes of PetrificaSHUN.
I: Is there anything you'd like to take, if you could buy it?
CM: Sphere of AnnihilaSHUN.
I: Any spells your mages will be putting on you?
CM: Non-DetecSHUN.
I: Isn't that being a little over cautious? What's the worst that could happen?
CM: DecapitaSHUN.
I: I guees you've got me there. How do you think the battle will be won?
CM: Divine intervenSHUN.
I: A little pessimistic, aren't we? Well, do you have any last requests
        in case the worst does happen?
CM: ResurrecSHUN.
-- 
-------------------------------------------------------------------------------
|  -"I have something to say.  It's better to burn out, than to fade away!"-  |
|                          -* THERE CAN BE ONLY ONE *-                        |
kurgan@choate.edu--------------------------------------------------------------
Xref: sparky rec.games.frp.dnd:6469 rec.games.frp.marketplace:909
From: ppantera@polyslo.csc.calpoly.edu (Paul Pantera)
Newsgroups: rec.games.frp.dnd,rec.games.frp.marketplace
Subject: Does anyone have copies of The Strategic Review?
Date: 21 Nov 92 19:34:29 GMT
Organization: Cal Poly San Luis Obispo, CSc Department

I was lucky enough to find a copy of the 11/78 10th printing of
"Greyhawk" the first supplement to the original D&D game.  Very
interesting.  In the back of it is the following ad:

MORE DUNGEONS AND DRAGONS MATERIAL APPEARS IN EACH ISSUE OF THE
INFORMATION MAGAZINE "THE STRATEGIC REVIEW!"

#1 Contains SOLO DUNGEON ADVENTURES
            CREATURE FEATURE, "The Mind Flayer"

#2 Contains RANGERS!, "A New D & D Class"
            CREATURE FEATURE, "The Roper"
            QUESTIONS MOST FREQUENTLY ASKED ABOUT D & D

#3 is       "THE MONSTER ISSUE", with over a
            Dozen New Monsters for D & D!

#4 Contains IOUN STONES - Vancian Misc. Magic
            ILLUSIONISTS - a new sub-class
            CLAY GOLEM - fierce new monster


Strategic Revies was the name of Dragon Magazine before it was 
Dragon.  Because the edition of Greyhawk was printed after the 
Monster Manual was released, it is my guess that this ad was 
left in from the 1976 first printing of the book.

So my big question is:  Does anyone have these magazines, and
would they be willing to photocopy them for someone who is
very interested in seeing them (no ulterior motives I can
assure you)?  I would really apprecite it, and would be happy
to pay for expenses and such.

ppantera@polyslo.calpoly.edu
From: raa@guild.socal.com (Raa Lopez)
Newsgroups: rec.games.frp.dnd
Subject: Re: New Spell idea, comments needed
Date: 23 Nov 92 03:40:39 PST
Organization: TheGuild[FTS]

I think this would be good as a 5-6th level spell ...

    __ ___ ________/\_____  ___ ___ ___ ___ ___
    \//___\\__  ___/\____/\/__//__//__//__//__/\
 ____//__//\\/ /\__\/\___\/\__\\__\\__\\__\\__\/ raa@guild.socal.com
/________/ //_/ / DigiT.W.I.T. Ink. UnLtd. '92! Wheeze Bee JPL!!!
\________\/ \_\/  Pffffttt!!!...Pop!!!...Bang!!!.....Etc.!!!?

--- Via UCI v1.16 (C-Net Amiga)


: The opinions of this user are his/her own and do not necessarily reflect :
: the opinions of The Guild BBS [FTS]. (Especially if he's a DigiTWIT!)    :
Newsgroups: rec.games.frp.dnd
From: zxmna01@studserv.zdv.uni-tuebingen.de (Brian Nash)
Subject: Re: Spicing up combat?
Organization: Comp. Center (ZDV) U of Tuebingen, FRG
Date: Thu, 19 Nov 1992 14:11:32 GMT

Well, ok, so having named and known enemies is great, but how about when
the party get's jumped by a band of orcs?  I can't really say 'ok, this
orc here is named Garl and he's going to cleave you in half'.  What other
suggestions or methods do you othger DM's use?
--
+ Brian Nash nash@student.uni-tuebingen.de     Karls Eberhard Uni     +
+            s9bj9@starburst.uscolo.edu        Tuebingen Germany      +
+            bnash@nyx.cs.du.edu                                      +
Newsgroups: rec.games.frp.dnd