HDTenEightyP/NetNews huggingface dataset:
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Subject: Re: spells in combat
Organization: Harris Corporation - ISD
Date: Wed, 11 Nov 1992 13:33:02 GMT

In <1dpuodINN5q6@escargot.xx.rmit.OZ.AU> s903040@minyos.xx.rmit.oz.au (Christopher Francis Anderson) writes:

>>Like a dart is really going to hurt a troll.

>Depends. If you have Contingency "when the dart hits a troll", and a delayed
>blast Fireball, that troll is gonna be pretty screwed up, know what I mean?

Contingency only works for spells cast upon the caster. Thus range must be zero
So the above example would look more like this

I hit the troll with a dart
A Fireball blows up in my face.
Troll takes a base d2 damage and if he's more than 20 ft away no more
	(assuming the Fireball doesn't conform to room dimensions)
Wizard takes a base 10d6 damage with a possible save

STuuupid Mage
-----

Joe Carl Jr.                  "If you ever drop your watch
jcarl@jabba.ess.harris.com     in a pool of molten lava,
                               let it go,
                               cause man it's gone"

                               Deep Thoughts
                               Saturday Night Live
-- 
-----

Joe Carl Jr.                  "If you ever drop your watch
jcarl@jabba.ess.harris.com     in a pool of molten lava,
Newsgroups: rec.games.frp.dnd
From: brunborg@alkymi.unit.no (]dne Brunborg)
Subject: Some questions about elves, swashbucklers and sword specialisation.
Organization: Norwegian Institute of Technology
Date: Fri, 13 Nov 92 09:50:59 GMT

A character in my group, an elven swashbuckler specialised in rapier and sabre,
wants to get the +1 to-hit bonus other elves get with their long swords on his
rapier and sabre. He claims that the +1 bonus is because of the love elves have
for swordplay (fencing, etc.). This is partially what the PH states.
He says that a rapier is a far more elegant weapon that the long sword, and he's
right. So, he screams for a +1 bonus to-hit with at least one of the weapons.
Any opinions?

Furthermore, when he fights two-weapon-style, he wants to attck 3/2 with both
weapons (for a total of 3 attacs per round). Any opinions on this?

Third, he wants to get a +2 saving throw bonus for dodgeable attacs, ie. breath,
Rod/Staff/Wand, fireballs etc., when wearing light or no armor. The CFHB says he
gets a -2 on AC (bonus) when wearing light or no armor. Any opinions?

Well, that's all for now.


So long!

		Aadne Brunborg
		Norwegian Institute of Thechnology
		University of Trondheim
		NORWAY

	"If ye can't see it, it's right behind ye..."



Newsgroups: rec.games.frp.dnd
From: bret@technix.mn.org (Bret Indrelee)
Subject: Re: Wish spells and sadistic DM's
Organization: Private System - Saint Paul, MN
Date: Wed, 11 Nov 1992 19:27:09 GMT

In article <sf0_l7y00awT8yIEMM@andrew.cmu.edu> "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu> writes:
>Before anyone jumps for a flamethrower, this is not an attack on
>anybody, nor a response to the recent question about wish.
>
>Now, I'd like to give my opinion on wish, and hear what everybody else
>has to say.  In my opinion, any reasonable wish should be granted.  Only
>if some player tries to abuse a wish spell, should he/she be punished. 
>The following are things that I find reasonable:
>	any sort of healing/reviving of party members or NPC's(except deaths
>that prohibit "wished revival")
>	a request for recovery of one fantastic item that was stolen or
>lost(staff of magi)
>	a request for any non-fantastic magic item(wand of fireballs, +2
>magical equipment, etc.)
>	a request for a reasonable amount of money or mundane
>posessions(depends on power level of the campaign)
>	any spell of lower than 9th level
>	divine attention(the PC might not want this to work!)
>	raising abilities as outlined in the current rules
>If I missed something reasonable, please point it out.  Beyond these, I
>would most likely pervert the wish into a maleficient effect.
>
>My justification is simply that Wish is a ninth level spell, and it
>represents the most powerful magic that exists on most worlds.(Not Dark
>Sun!)
>Once a mage gets this good, he should be able to command such powers!
>Comments requested and appreciated.
>Flamers cursed to eternal torment by the highgod's decree.

I think a better reason is that as you stretch the limits of the power
of a wish (asking for more than can be granted) the wish has to get tricky
about granting the wish.

Basically, you assume the magical energy is limited and has some means
of finding the 'easiest' route.  If there is a quick, direct way of granting
the wish (duplicating a lower level spell for example), that is what the
magic will do.  If the direct way takes more power than the wish has,
it has to find a less direct method of achieving the request.  Failure
is nasty...

Also, I would tend to only give information leading to the discovery
of a magical item.  I don't tend to give out much magic, and since the
wish would probably just locate and teleport the item to the person it
is just as easy to give them information on where to get it themselves.

The granting of the wish would give much more information about a general
or commonly known type of magical item (cloak of protection, magic sword
good against elementals) than an artifact.  In the first case, they would
probably get a map or a mental image of where one can be found.  In the
second case, it would have about the same effect as legend lore.

-Bret


-- 
------------------------------------------------------------------------------
Bret Indrelee               |         Insanity is all in the mind.
email: bret@technix.mn.org  |
From: cyoung@ctron.com (Christopher K. Young)
Newsgroups: rec.games.frp.dnd
Subject: Re: Hurled Weapons To hit/damage
Date: 12 Nov 92 13:01:39 GMT
Reply-To: cyoung@cardinals.ctron.com (Christopher K. Young)
Organization: Cabletron Systems INc.


Strength gives hit bonuses in melee.

How are hurled weapons different? What is the explanation for the hit bonus
due to strength in melee?

Chris
From: krueger@galileo.physics.arizona.edu (Ted Krueger)
Newsgroups: rec.games.frp.dnd
Subject: ADND v2 Samurai
Date: 4 Nov 92 04:50:52 GMT
Organization: University of Arizona, Tucson AZ

Does anyone have a work-up for a 2nd ed adnd Saumrai?  Is there 
a half-way decent one in the fighters handbook?

Ted

-- 
            

krueger@galileo.physics.arizona.edu
Newsgroups: rec.games.frp.dnd
From: tsm@access.digex.com (The Secret Man)
Subject: Re: Cthulu ... not the game.
Organization: The Quiet Room
Date: Thu, 5 Nov 1992 06:04:37 GMT

alongley@cape.UWaterloo.ca (Allan Longley) writes:
>trottibw@nextwork.rose-hulman.edu writes:
>>Well, in 2nd ed., Thor or Cthulhu could simply say "be dead" and this PC 
>>would  die, so I didn't really bother thinking about any gods!
>
>This has always slightly amused me.  Cthulu was never considered a "God" in
>the Cthulu Mythos.  It was the High Priest of the extra-dimensional
>creatures' religion, and by no means indestructable.  In the Lovecraft story,
>"The Call of Cthulu", Cthulu is temporarily destroyed by a steamship running
>it over.  It was also released upon the world for 3 weeks and never really
>accomplished anything in that time.  But, I guess EGG thought the beings and
>stories good enough to deserve divine accention.

Never really accomplished anything?  By whose standards?  All you know from
"The Call of Cthulu" is that psychically sensitive people all over the world
either had terrifying nightmares or went insane just because the Big C was
awake and active;  as for what Cthulhu "accomplished" in that time, well,
the story doesn't address that issue at all.  The reader is not informed
about what Cthulhu actually *did* during those weeks, aside from apparently
touching base with the various human cults which worshipped him, through
whose offices he had the sailor (and apparently the viewpoint character,
eventually) eliminated.  If Big C didn't destroy New York or London (or
Tokyo, for that matter...) during his waking weeks, well, immortals plan
in terms of years and decades, and only rush when they have to.


But seriously....

-- 
The Secret Man                                            tsm@access.digex.com
"Well, I've never been to Spain
  but I kind of like the music..."
From: rsm58307@uxa.cso.uiuc.edu (Ron)
Newsgroups: rec.games.frp.dnd
Subject: Re: What do I do about Bastard Player from Hell?
Date: 6 Nov 92 07:37:19 GMT
Article-I.D.: news.BxAAI8.4Cp
Distribution: na
Organization: University of Illinois at Urbana

>>
>>Who is your god of evil? I personally prefer Bhaal,
>>and it seems obvious that a cleric of such with herbalism
>>as a proficiency (or just some money) could purchase
>>some poison.
>>
>What about Bane!??! Forget this Cyric character! Bane LIVES!!
>						--Lord Bane

Bah. Bane the Wimp. Cyric the Fool.
Bhaal, God of Murder, Master of Assassins, the One, The ONLY.
From: n9046319@henson.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: Spellcasting in Armor (was Re: Dual Class Characters)
Keywords: armor
Date: 14 Nov 92 01:44:28 GMT
Article-I.D.: henson.1992Nov14.014428.12549
Organization: Western Washington University

kjenks@gothamcity.jsc.nasa.gov writes:

>In article <2420@cix.cict.fr> dutech@reseau.Berkeley.EDU (Groupe ELEVES) writes:
>> What about a metal armor with specially-enchanted metal ?
>>Some alchemist ( dwarves especially ) is bound to think about it one day.

>There's a Ranger PC in my AD&D1 campaign wearing +3 Banded Armor usable by
>magic-users.  She doesn't know the special properties or its exact bonus.
>(You know how bad those Identify spells are.)  

>If a magic-user is going to manufacture a suit of magical armor (a task
>usually best left to clerics, who don't have to worry about losing CON
>to Permanency), he's probably gonna make some armor that he can use.  Nu?

	No.  I would think that MU would _hate_ to wear armour.  Imagine
your a techie going on a drug bust in a bad part of LA in a group of say
10 officers.  Most of the other officers are grunts (read: fighers) and
wear riot helmets, flak jackets, riot shields, etc.  You are say an 
investigator.  Are you going to wear all that crap and go screaming into that
situation at the front with everyone else?  No you wait at the back.  Your
gun would be drawn, yes, but I don't think you be in the full combat get up.

	Forgive my ignorance on the details of narcotics crime fighting, but
I think most people will see my point.  Most "techies" (read: magic users)
would not have a) the training and b) the desire to wear combat gear.

	Armour is heavy, uncomfortable, hot, and a cast iron b_tch to move
around in (especially when someone is beating you over the head).  If they
were not used to it (like most magic-users), travelling for any distances 
would be _miserable_.

	Just say no.

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

>      "Orcs are fecund and create many cross-breeds, 
>       most of the offspring of such being typically orcish."
>         -- AD&D Player's Handbook 1, p. 17

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
Newsgroups: rec.games.frp.dnd
From: Edward_Swatschek@mindlink.bc.ca (Edward Swatschek)
Subject: Re: Hurled Weapons To hit/damage
Organization: MIND LINK! - British Columbia, Canada
Date: Tue, 10 Nov 1992 12:17:46 GMT

> Groupe ELEVES writes:
>
>   [... marc allows both STR and DEX bonus to hit, on the rationale that
> more pull = more energy...]
>
>   I still disagree. More pull certainly doesn't increase accuracy, which is
> all we are talking about ...


   Except that AD&D subsumes both accuracy and penetration in the to hit roll
- Str _will_ affect the penetration.


--

               Edjs                    _
              ------                _ //  CI$  : 76427,662
   Edward_Swatschek@mindlink.bc.ca  \X/   GEnie: E.SWATSCHEK


Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Mon,  9 Nov 1992 11:53:00 -0500 
From: "Douglas W. Brady" <db7k+@andrew.cmu.edu>
Subject: Re: Spell: Stoneskin Remover
	<92314.085744IO01092@MAINE.MAINE.EDU>

I've found that in order to avoid parties wandering around with stone
skin on is a pain in the butt as DM.  I like the spell a lot.  Anouther
way to limit the use is to make the spell work on the mage only, this
way your party can't hack up that entire army before losing the spell.


						---WIT
From: trottibw@nextwork.rose-hulman.edu(Barry Trottier)
Newsgroups: rec.games.frp.dnd
Subject: Re: Most powerful PC ever
Date: 6 Nov 1992 00:18:53 GMT
Organization: Computer Science Department at Rose-Hulman
Reply-To: trottibw@nextwork.rose-hulman.edu
NNTP-Posting-Host: g310b6.nextwork.rose-hulman.edu

In article <003695s.139.720993977@ace.acadiau.ca> 003695s@ace.acadiau.ca  
(STEPHANE ANDRE SAVOIE) writes:
> In article <1992Nov5.032003.9898@mailer.cc.fsu.edu> zuniga@loligo.cc.fsu.edu  
(Ralph Zuniga (FREAC/CAR)) writes:
> >From: zuniga@loligo.cc.fsu.edu (Ralph Zuniga (FREAC/CAR))
> >Subject: Re: Most powerful PC ever
> >Date: Thu, 5 Nov 92 03:20:03 GMT
> >In article <1992Nov4.193100.7256@spock.UUCP> friar@spock.uucp (Tom Walcott)  
writes:
> >>MY most powerful player character was a 99/99/99/99/99/99/99/99/99/99   
human
>  
>>fighter/cavalier/mage/thief/druid/bard/ranger/paladin/thief-acrobat/wildmage/ 
specialist (all), with straight 25's
> >>He had 500 hitpoints, and everything he wanted appeared when he
> >>wanted it.  He just contemplated something happening, and it bloody well  
did.
> >>He decided that being a paladin was an intrinsically selfish act, and that  
made
> >>him neutral, while depriving everyone else in the entire multiverse of  
their
> >>paladin abilities, if they possesed them.  *HAH*.
> >>So there.   ;-)
> >>
> >
> >Big deal! That's nothing! My character was.... GOD!!!!
> 
>  Big deal!  My character was... a DM!!!

Big deal!  I one had a character who was... Mike Ditka!!! (Da' Bears!)

-------------
Barry Trottier
e-mail:  trottibw@nextwork.rose-hulman.edu
From: n9046319@henson.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: How do UNDEAD see?
Date: 12 Nov 92 21:10:26 GMT
Article-I.D.: henson.1992Nov12.211026.10644
Organization: Western Washington University

vacek@athena.cs.uga.edu (George Vacek) writes:

>most literature (and movies) allow undead to sense the life esssence of
>living creatures.  that could help resolve your dilema, except they still
>could not see each other and walls and such.

>many d'n'd undead (such as ghouls) have a phenomenal sense of smell.  this
>could easily be good enough to allow facile navigation in the dark.  
>especially in their lairs.

>croag
>vacek@athena.cs.uga.edu

>my opinions are my own. -- croag
>(better .sign in progress)

	I agree with both of these things, and besides it adds effect if
undead can't see walls or doors as they make creepy scraping noises to
navigate around rooms.  These noises are generally ominous enough to make
player's imaginations run _wild_. :) :)

	Just my $0.02.

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
--------------------------------------------------------------------
From: scythe@byron.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.frp.dnd
Subject: Re: To Kill a Black Dragon
Keywords: Dragon
Date: 13 Nov 92 01:16:47 GMT
Article-I.D.: u.1992Nov13.011647.14888
Distribution: usa
Organization: University of Washington, Seattle

In article <GSPIEGEL.57.0@bsa1.kent.edu> GSPIEGEL@bsa1.kent.edu (Greg Spiegelberg) writes:
>A virgin, female cleric who just so happens to be engaged (kinda) to someone 
>in my party has been supposedly kidnapped by a very large black dragon.
>(BTW, we're in Forgotten Realms)
>
>Anyways, half of us want to press on, the other half is suicidal and wants 
>to get the cleric back.  SO!  How should we go about killing/subduing this 
>black dragon?
>
>Background Group Info:
>   Group Contains- 1 Swashbuckler of Tempus (level 5 human)
>		   1 Pirate (level 5 human)
>		   1 Priest of Tempus (level 5 half-elf) <--- That's me!
>		   1 Wild Mage (level 4 human)
>		   1 Gypsy Thief (halfling)
>
>Honsetly, we haven't a clue how to fight this thing and we've tried 
>recruting help.  Basically, I'm just trying to find a way to save my 
>character.
>
>Suggestions???
>
>-Greg
>gspiegel@bsa1.kent.edu
>
>"Well, it's either one of Bigby's Hand wands or a +3 backscratcher"
>	- 1st ed. Dungeon Masters Guide

Easy.... the wild mage gets reeeal lucky, the dragon fails its MR check,
and the mage manages to pertify, shrink, slay, etc the dragon with awild
surge.  No seriously.... there's no way you can do it.  Unless the DM
is planning on cheating majorly in your favor, there's no way....

 +---------------------+-------------------------+
 + HIC IACET ARTVRVS   + The Grim Reaper         +
 + IN INSVLA AVALONIA  + SCYTHE@U.WASHINGTON.EDU +
 + REX QVONDAM REXQVE  +-------------------------+
 + FVTVRVS             +
 +---------------------+
"Though I respect that a lot,          They Might Be Giants -  
 I'd be fired if that was my job,           "Birdhouse in Your Soul
 For killing Jason off
 And countless screaming Argonauts"     
Newsgroups: rec.games.frp.dnd
From: vputz@nyx.cs.du.edu (Victor Putz)
Subject: Re: Help! Tips Needed on Dungeon Construction
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Fri, 13 Nov 92 16:05:54 GMT



Now, now, li'l feller, no need to get yer shorts in a knot.  I agree that
the famous "endless dungeon" campaigns can be less than emotionally
gripping, but under the right conditions, they can be fun enough.  Not our
business to go treading on others' worlds.

I tend to agree with fighting only about 3-4 times per session, but I've
got to disagree with your "Also, let's be blunt, it sure is boring." 
There's absolutely NO reason combat should be dull.  I swiitched from AD&D
to DJ (the new Gygax), converting the campaign (still posting here because
there's not that much difference; fer you programmers out there: different
implementation, same interface.  The players don't change hardly
anything), and combat is, as it was, dynamic.  One of our three combats
last night was a blitz of a palace's audience chamber, a big hairball of a
combat involving around sixteen participants.  It lasted over an hour and
every party involved (every player, that is... it wore the GM (me) out a
little) was rivited the entire time.

Hmmm... time to start up another thread; respond to my future post,
"spicing up combat?"

-->Vputz
From: n9046319@fozzie.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: Riddles
Date: 10 Nov 92 18:30:24 GMT
Article-I.D.: fozzie.n9046319.721420224
Distribution: rec.games.frp.dnd
Organization: Western Washington University

Try the archive site:  ccosun.caltech.edu

	I think there is riddle stuff in it.

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
--------------------------------------------------------------------
Newsgroups: rec.games.frp.dnd
From: twiddyd@pell1l14.alleg.edu (David Twiddy)
Subject: Re: Funny/Strange Campaign Settings
Organization: Allegheny College
Date: Fri, 6 Nov 1992 16:28:42 GMT

	
	The last game of the SPELLJAMMER campaign I ran this summer  
involved a Galactus-type dude who was threatening to eat the PC's  
homeworld.  To defeat him, they had to get inside him and get to his  
heart, which was were had stored his soul in a giant hourglass.  Inside  
his guts were various civilizations that had been on previously eaten  
planets.  Once the PC's had their ship (a galleon, I'm afraid.  They were  
so attached to it that I couldn't get them to try any better hullshape)  
inside, they were attacked by the giant's immune system, teleported into  
his brain, and eventually got to the heart.  When they destroyed the  
hourglass it released so much energy that they all died (which was the  
point of the adventure.  They wanted to go out with a bang).

David "master of obscurity" Twiddy <twiddyd@alleg.edu>
"Small wheel turn by the fire and rod
 Big wheel turn by the Grace of GOD"
 			-Jerry Garcia
Newsgroups: rec.games.frp.dnd
From: bane@spock.uucp (Cameron Huang)
Subject: Re: Artifact designing
Organization: Acheron Technical Institute 
Date: Tue, 10 Nov 1992 18:21:49 GMT

In article <1992Nov10.004702.23944@ucsu.Colorado.EDU> laruedm@ucsu.Colorado.EDU (David Larue) writes:
>Hello everyone out there!  I was just wondering, does anyone have any cool
>artifacts that they've designed, along with a bit of an outline as to how
>the PCs get the artifact?  For that matter, and cool new magic items?

I've designed a whole bunch of neat magic items and artifacts, like "Hellfire
Arrows" and other pretty cool things. If anyone wants a copy of the 
descriptions of these, just E-mail me and I will send 'em your way (for a
marginal fee, of course ;-)

					--Lord Bane

-- 
"If love is blind, I guess I'll buy myself a cane."
                                   --W. Axl Rose

"There can be only one!"
		--Kurgan

bane@choate.edu
Newsgroups: rec.games.frp.dnd
From: slip@sage.cc.purdue.edu (Doolie)
Subject: Re: Xanth Talents
Organization: Purdue University Computing Center
Date: Tue, 10 Nov 1992 04:38:17 GMT

>>In article <1992Nov8.224141.10685@news.ysu.edu> ag757@yfn.ysu.edu (Ian Clysdale) writes:
>>>In a previous article, st923058@pip.cc.brandeis.edu (Rosaleen Dhu) says:
>>>>	I noticed that someone wants to start a Xanth game. How would you deal
>>>>with the basic Xanth premise that everyone has a magical Talent, when 
>>>>psionic rules are so fucked-up (and rarely used) in the AD&D game? And do
>>>>you have a list of magical Talents? If not, I have some that a friend and
>>>>I collected for a frp set in Valdemar, and this might be a kind of
>>>>interesting new thread for those of us who are more interested in 
>>>>role-playing than rule-picking (and again, that's not a flame; to each his
>>>>own. Maybe I should make a macron that says that...). Anyone interested?
>>>   Well, I don't think that it's really too hard a premise to deal with.  It's
>>>a lot like wild talents in psionics, except marginally more powerful.  And
>>>don't forget, what you give to the players, you give to their enemies.  Also,
>>>I wouldn't allow  players to run any strong talents (ie. Magician, Sorcerer,
>>>Enchanter) without a lot of serious consideration.  But anyways.  Maybe
>>>we could make a net xanth handbook.  :)


Well, you could make up a random table of talents... Remember that most of
the talents that normal people had were intersting, but not particularly 
powerful.  For example,  a charcter could possibly change the color of rocks...

-- 
* Gordon Emore	          *   <Place nifty quote here>      *
* slip@sage.cc.purdue.edu *   < Or maybe not >              *