HDTenEightyP/NetNews huggingface dataset:
From: lum@cs.tu-berlin.de (Lutz Hofmann)
Subject: Re: A modest proposal concerning HEALING
Organization: Technical University of Berlin, Germany
Date: Fri, 9 Oct 1992 19:53:40 GMT

In article <1992Oct8.132550.1426@ccsvax.sfasu.edu> z_copeab@ccsvax.sfasu.edu writes:
>In article <7064@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>> In article <0eowcnm00YV7Q9_l4q@andrew.cmu.edu> jw67+@andrew.cmu.edu (Jordan M. Wolbrum) writes:
>>>Changing the healing spells unbalances the cleric, and changes the
>>>meaning of a light wound, serious wound, etc.
>> 	The change we made was simple:
>> 	Cure Light: up to 25% of the recipients maximum HP
>> 	Cure Medium: up to 50%
>> 	Cure Serious: up to 75%
>> 	Cure Critical: up to 100%
>
>	Remember that hps gained after first level mainly reflect skill and
>luck, *not* an increase in actually physical ability to take damage.
>	I think the proposed 'fix' is worse than the problem.

Taken hps after first/second level into account:
Cure Light   : 1 HD
Cure Medium  : 1 HD + 50% HP after first/second
Cure Serious : 1 HD + 75% HP after first/second
Cure Critical: 1 HD + 90% HP after first/second
Heal         :       100% HP of all HP

Cure Light heals 1 HD because in a cleric should be able to heal
0-level Characters fast. After all he is "holy"
The rest takes into account that the HP gained after first/second (I'm
not sure when the physical development stops and only the skill and
luck kick in) are skill and luck.

Yours Sincerely    Lutz Hofmann
                   lum@cs.tu-berlin.de
-- 
Ob. Disc: Dies ist kein Flame.   ---   This is no flame.
Newsgroups: rec.games.frp.dnd
From: n36ia@pnet16.cts.com (Et3 Francis)
Subject: Re: XP........
Organization: People-Net [pnet16], NCTAMS EASTPAC
Date: Thu, 15 Oct 1992 03:16:04 GMT

I agree with the 1% but would definately put some stipulations into it. There
would have to be a low limit for it and you should also take into account how
powerful the character is with regards to weapons,armor and magic items. I
would definately give out a different experiance point value for killing a 3rd
level fighter with a +1 sword and plate than for killing a 4th level thief
with the same exp. But other than this it is a good simple system to use.
                                Brian

"who do you want to be today..."
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp.dnd
Subject: Re: Trolls' regeneration
Date: 8 Oct 92 21:58:57 GMT
Organization: Georgia Institute of Technology

> You failed to pick up on the most important line in the above paragraph.
>  'If that finger is the *SINGLE LARGEST* remaining piece of the troll'

Oh, and another question:

You run into a troll.  You're out of magic, and you have only one or
two flasks of oil left.

So you cut the troll apart (lower it below 0 hit points with weapons, so it's
down, but regenerating), pick out the largest piece of the troll (the
one with the LIFEFORCE), pour oil on it and light it.  Now, is the troll
dead, or does the lifeforce flee to the next largest part?
:-)

-- 
Jorge Diaz                       | "I want you to remember, Clark... in all
Georgia Institute of Technology  |  the years to come, in your most private
Office of Information Technology |  moments...my hand at your throat.  I want
ccoprdj@prism.gatech.edu         |  you to remember the one man who beat you."
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Thu,  8 Oct 1992 01:42:11 -0400 
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Subject: Re: A modest proposal concerning HEALING

In my campaign, high hp are taken at face value with one simple explanation:

They let characters to survive longer!

Why can someone like Conan take so much more punishment than others? 
Because he's just tougher.(more experienced)

Changing the healing spells unbalances the cleric, and changes the
meaning of a light wound, serious wound, etc.
Few peasants can survive a serious wound, most mid-level adventurers
can.  The healing spells help relate would intensity to spell power.  If
Joe the fighter gets 125 hp from a cure serious wounds, then the mere
4th level spell has become worth as much as 10 5th lvl spells, the
current cure critical wounds.  On the other hand, when Jack the peasant
gets 3 hp from the spell, its value now becomes equal to a first level
spell.
\begindata{text,17029828}
\textdsversion{12}
\template{default}
\majorheading{Jordan M. Wolbrum

}\center{\smaller{at jw67@andrew.cmu.edu

}}\enddata{text,17029828}

Newsgroups: rec.games.frp.dnd
From: mage@en.ecn.purdue.edu (Stephen Anthony Vincent)
Subject: editors addresses
Organization: Purdue University Engineering Computer Network
Distribution: na
Date: Thu, 15 Oct 92 17:49:54 GMT

HEre is a list of the editors addr for the ad&d e-mail magazine
vincent@cn.ecn.purdue.edu,\
bifster@csd4.csd.uwm.edu,\
cfrye@ciis.mitre.org,\
bkoike@sdcc13.UCSD.EDU,\
ez003284@hamlet.ucdavis.edu,\
fannicm@WKUVX1.BITNET,\
mike@percy.rain.com,\
mrhyde@netcom.com,\
picl17@fsphy1.physics.fsu.edu,\
schwartz@cs.colostate.edu,\
silk@mcl.mcl.ucsb.edu,\
weeks@studsys.mscs.mu.edu 
If you have not recieved mail from me and you are one of my editors
please send me your correct addr, I also seem to have lost 2 of my
editors addresses, if you are one of them please remit to me.
Tony aka mage

-- 
******************************************************************************* 
* Stephen Anthony Vincent     *    'There are no problems, only solutions'    *
* aka         The Mage        *                            --- John Lennon    * 
*      mage@en.ecn.purdue.edu *                                               *
Newsgroups: rec.games.frp.dnd
From: u920065@postoffice.utas.edu.au (Dean Bailey)
Subject: hit points
Organization: University of Tasmania (Australia)
Date: Mon, 12 Oct 1992 22:40:03 GMT

On the subject of hit points and how realistic they are, I have come
across a neat explaination that I found quite a while back.( I can't remember
where)  It said that HP measure a PC's ability to take damage before death 
occurs.  As a PC gains XP he/she learns to reduce damage( By slight body 
movements ect. I suppose). So since reducing the damage done by spells of
weapons is messy, the HP of a PC is increased instead.

It seem a good explaination. 
Any ideas?

Dean Bailey

u920065@postoffice.utas.edu.au
Newsgroups: rec.games.frp.dnd
From: mage@en.ecn.purdue.edu (Mage)
Subject: Re: Killing Liches with Staves of the Magi, HA!!!
Organization: Purdue University Engineering Computer Network
Distribution: na
Date: Wed, 7 Oct 92 07:52:43 GMT

MY SINCEREST APOLOGIES FOR MY LETTER ABOUT THE STAFF OF THE MAGI,

I truly felt that the author of the original letter was serious
about having his hencmen use staves of the magi against liches.

Tony aka mage
From: parkerma@NeXTwork.Rose-Hulman.Edu (Mark A. Parker)
Newsgroups: rec.games.frp.dnd
Subject: Re: Prismathic Sphere
Date: 7 Oct 1992 19:56:15 GMT
Organization: Computer Science Department at Rose-Hulman
Reply-To: parkerma@NeXTwork.Rose-Hulman.Edu (Mark A. Parker)
NNTP-Posting-Host: g222-15.nextwork.rose-hulman.edu

In article <1992Oct6.205148.2043@ugle.unit.no> brunborg@solan.unit.no  
(]dne Brunborg) writes:
> I have a few questions about Prismatic Sphere:
> 
> The spell-description says that one of the colours stop spells. Does  
this include
> spells such as Blink, Dimension Door, Teleport, Teleport w.o. Error,  
Plane Shift
> and Astral Spell? (and any other spell of that type).
	Yes.  This affects anyone but the caster. I would say anyone  
unlucky enough to try teleporting into the sphere would find  
himself/herself splayed on the shere's outer wall, taking all seven  
effects. OUCH!!
> Is it possible to teleport
> out (since the spellcaster can pass through it without harm), but not  
in? 
	I would think that this was a two-way spell. In this case, only  
the caster can teleport out (he could walk out if he wanted). No friends,  
because the sphere will prevent their transfer. He could teleport back in  
or phase in, or whatever, because the sphere will not stop him; as above,  
it will prevent others.
> The 7th colour stops mental attacs. Does this include the psionic powers
> Teleport and Dimensional Door (and similar)?
	Finally, a spell to nail those phased psionicists!!  I would say  
it would stop them in much the same way it stops the people trying to  
teleport in.

> The 6th colour (I think) stops gas. Dos this include oxygen? Or will the  
(N)PC's
> inside run out of air and suffer suffocating?
	I think that this was added to prevent the caster from being  
"smoked out" of his sphere by say a Cloudkill spell, or just plain smoke.  
I would say that as long as there is clean, breathable air outside of the  
sphere, it could pass to the inside of the sphere. this does not include  
Cloudkill, smoke, Incendiary Cloud, gaseous vampires, etc.
	Should there be excessive smoke, poison, etc. on the outside of  
the sphere, the oxygen inside would get very thin. This won't allow  
characters to breathe underwater either unless there is some source of  
oxygen about.
	Putting this sphere in a vacuum, hmmm....
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.dnd
Subject: Re: Kobolds (Re: Intelligent opponents)
Date: 14 Oct 92 06:29:36 GMT
Organization: Chalmers Tekniska Lekskola, G|teborg, G|taland

In article <13OCT92.19800112.0085@UNBVM1.CSD.UNB.CA> LRPR@UNB.CA (LRPR000) hollers:
>   BUT THE ROPE WOULDN'T BE INVISIBLE, BEYOND THE 10' RADIUS,
> AND THE KOBOLDS MIGHT CUT IT WHILE THE PARTY IS DANGLING...

  Don't yell.

>                             Jubbabones
>"The Dwarves are coming; prepare to die!" - Halar Ironfist.

  See, the capslock wasn't stuck that hard after all was it?

-bertil-
--
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
Newsgroups: rec.games.frp.dnd
From: bret@technix.mn.org (Bret Indrelee)
Subject: Re: house-rules
Organization: Private System - Saint Paul, MN
Distribution: usa
Date: Tue, 13 Oct 1992 05:29:55 GMT

In article <70886@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>In article <QeqB2ey00VoxQ2qapq@andrew.cmu.edu> jb8n+@andrew.cmu.edu (Joseph E. Beck) writes:
>And a thief is always a better thief than a mage, simply because the mage
>is limited in what he can do.
>
>Mage: Oh, I'll have my unseen servant set off the trap.
>
>GM:  OK, he does.  A block drops from the ceiling, and everyone takes 10d6
>     points of damage.
>
>Party:  Great idea, Mage!  [Party then proceeds to tie the mage up with his
>        own intestines.]
>

Bad example.  In 2nd Ed, with thief, the text would read

Thief:  O.K., I'll find and remove any traps in the area.

GM:  O.K., he does.  A block drops from the ceiling, and everyone takes 10d6
       points of damage.


PH2: pg. 39, column 3.

Find/Remove Traps:  The thief is trained to find small traps and alarms.
These include poisoned needles, spring blades, deadly gases, and warning
bells.  This skill is not effective for finding deadfall ceilings, crushing
walls, or other large, mechanical traps.


-- 
------------------------------------------------------------------------------
Bret Indrelee               |   Pretend there is something profound
email: bret@technix.mn.org  |   written here.
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: Lich / Holy Swords
Date: 9 Oct 92 15:13:59 GMT
Distribution: na
Organization: University of Pittsburgh
Originator: seawasp@unixd2.cis.pitt.edu

In article <1992Oct9.140923.18637@bnr.ca> dclayton@bnr.ca (Don Clayton) writes:
>Don't you mean you'll change your tune when Japan calls in their loans.

	Uh-HUH. And just what will they use to make us pay?

	"Oops, so sorry. That computer glitch erased our records of that
so called debt."

	They haven't BUILT the Z-Gundam yet...


                                 Sea Wasp
                                   /^\
                                   ;;;
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.dnd
Subject: Absurd HP Totals (was Re: A modest proposal concerning HEALING)
Date: 9 Oct 92 16:43:16 CST
Organization: Stephen F. Austin State University

In article <7114@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
> In article <1992Oct8.132550.1426@ccsvax.sfasu.edu> z_copeab@ccsvax.sfasu.edu writes:
>>	Remember that hps gained after first level mainly reflect skill and
>>luck, *not* an increase in actually physical ability to take damage.
> 
> 	Not necessarily. It's also duck and dodge and "wind" factor...
> which healing could easily restore.
> 
> 	Since the game mechanics NEVER, EVER differentiate between these
> so-called different kinds of hit points, neither should the Healing
> spells. They should heal wounds of proportionate severity in proportionate
> ways.


	The problem isn't in healing, its in the absurd HP totals. Note that
people also have problems with weapon damage in AD&D, and its almost always
because of inflated HP totals. IMHO, it would be easier to fix the main
problem (big HP totals) than the minor, associated ones (healing and weapon
damage).

	Brandon Cope
Newsgroups: rec.games.frp.dnd
Subject: Re: XP........
From: Geoffrey@yvax.byu.edu
Date: 13 Oct 92 09:56:32 -0700
Reply-To: Geoffrey@yvax.byu.edu
Distribution: world
Organization: Brigham Young University

	A system a friend of mine uses for people is: They're worth 1% of the X.P.
that they currently have.  (Someone who's barely a second level fighter with
2100 X.P. would be worth 21 X.P. if you killed him).

	It seemed accurate to me.  Hope you like it.

	Geoffrey Eastbrook
From: jb8n+@andrew.cmu.edu (Joseph E. Beck)
Newsgroups: rec.games.frp.dnd
Subject: Re: Hit Points and massive damage
Date: 15 Oct 92 01:14:27 GMT
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

(in reference to the MDM concept, sorry I can't excerpt over modem :-(

There's a big problem with your formula.  current hp / 1st level HP.  
If someone rolls badly at first level they're *screwed* under this
system.  Consider two fighter each having 60 h.p., one rolled 10 h.p.
at 1st level, the other rolled 4 h.p..  The first fighter has an MDM
of 6, the seconds has an MDM of 15!  So the 2nd fighter takes 2.5
times as much damage as the first from anything that uses MDM.
Basically this is a long term hose for anyone who rolled poorly at
first level.  Perhaps changing the denominator to MAX hp at first
level would be better.  Alternately, using the more complicated
formula is much better (it doesn't have this problem at all, since
starting hp isn't used).

	joe
From: scythe@byron.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.frp.dnd
Subject: Re: Spell Points in DND
Date: 13 Oct 92 00:10:58 GMT
Organization: University of Washington, Seattle

In article <1992Oct12.113430.6978@nntp.hut.fi> pkokko@vipunen.hut.fi (Petri J Kokko) writes:
>The major advantage of a spell point system is that it allows
>the mage a greater flexibility, and the famous drawback in it
>is almost always that it allows a 20th level mage to cast zillions
>of magic missile spells. I think (almost) everyone agrees here.
>
>Now, what we want, is to give the mage a freedom with his spells
>by giving him some points that are used up by casting. What we
>do not want is to allow him cast mega death with his magic missile
>arsenal.
>
>I would also add that a mage should be exhausted and tired after
>casting his spells. 
>
>So, why invite spell points, recovery rates, exhaustion at certain
>levels of spell points, when we already have points that do this.
>Namely his hit points.
>
>And now the spell point system:
>- a mage can cast any spell he has learned somehow, and has an
>  access to (meaning: that spell is in his spell book)
>- a mage can cast spells from different spell levels as before
>  (i.e. 2nd level spells at 3rd level, 3rd level spells at 5th
>  level, etc.)
>- every time a mage casts a spell, he loses 1-4 hit points per
>  spell level, and he can keep on casting until he looses his
>  consciousness (at 0 hit points), or dies (at -10 hit points)
>
>The hit point losses should be temporary (unless the mage dies),
>and recovered quicker than ordinary damage, maybe 1 hp per hour
>of rest (not sleeping) and 2 hp per hour of sleeping.
>
>This way the mage can choose the spells at the time of casting,
>but he is not overly powerful, because the casting drains his
>own life force (or whatever). It also makes low-level mages
>more powerful, and tunes down the power of high-level mages. 
>It even gives the first-level mage more spells to cast and so
>he is not doomed to eternal boredom as the fighters of his party
>do everything. A very lucky tough 1st-level mage could cast
>even 4 spells before exhausting himself.
>
>----------
>
>
>
>-- 
>------------------------------------------------------------------------------
>Petri Kokko  Never invite people whom you have loaned money from to
>pkokko@vipu  your parties. They might come to be unhappy with the
>hut.fi      champagne glass in their hands.
Bleah.  I don't like it.  First of all, since mages get 1d4 hp per level
(assuming no con bonus or penalty), each spell level essentially takes
away one HD.  Even a high level mage will run out pretty fast.  Plus, an
unlucky 1st level mage could easily knock himself out with a single
magic missile if he didn't start with at least 4 hp.  The only thing
more useless than a 1st level mage who's cast all his spells for the day
is an *unconcious* first level mage who's cast all his spells for the day.
Just my thoughts, flame if ya like,

                         --The Grim Reaper
                           (SCYTHE@U.WASHINGTON.EDU)
Newsgroups: rec.games.frp.dnd
From: wcalderw@nmsu.EDU (CALDERWOOD)
Subject: Re: Killing Liches with Staves of the Magi, HA!!!
Organization: New Mexico State University, Las Cruces, NM
Distribution: na
Date: Fri, 9 Oct 1992 18:06:51 GMT

Newsgroups: rec.games.frp.dnd
From: mage@en.ecn.purdue.edu (Mage)
Subject: Killing Liches with Staves of the Magi, HA!!!
Organization: Purdue University Engineering Computer Network
Distribution: na
Date: Tue, 6 Oct 92 22:21:17 GMT

>In article <Qen9xn200Uh_051CEr@andrew.cmu.edu>, "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu> writes:
>> What's all the commotion about a Lich?  It's just a monster, not even
>> the most powerful undead!  Now a Type VI demon, that's a monster!  
>> 
>> If you really need to kill a lich, have your henchman break the Staff of
>> the Magi near it.  It will never survive.
>
I have to say, I have seen some power-gamers, but you take the cake.
I will explain my arguement in three parts.
  1) Who has a Staff of the Magi to waste on killing a lich in the
     first place, perhaps as a last ditch effort, but never as a 
     killing technique.
  2) Your "Henchman" had better be a magic-user, because the act of
     a retributive strike requires more than the actual breaking
     of the staff, it is a magical property that the magic-user
     may invoke.
of the veteran gamers, especially those who enjoy the heroic 
campaign and the saga, would agree most heartily with this
letter.


Actually I think that the HERO would volentier for this act to save
the local citizens.

"The mighty Wizard heads off to destroy the evil menace that has been
disrupting the tiny village of ...... as a last resort the Wizard
breaks the staff to save his beloved village, even though he himself
will be destroyed in the end."


Bill,
wcalderw@nmsu.edu
Newsgroups: rec.games.frp.dnd
From: tao@potato.princeton.edu (Terry Tao)
Subject: Re: Intelligent opponents
Organization: Princeton University
Date: Wed, 7 Oct 1992 14:53:47 GMT

Dragons if properly played, can be near invincible, or, if killed, earn no
treasure.

Place the real dragon lair in a place that is virtually inacessible except
by flying.  Hence, the traditional land-based adventurers will have a tough
time getting any treasure.

Have a fake, human-size entrance at the base of the mountain (say).  The
real entrance is at the top.  Once the humans get in, lured by some fake
gold and some audible glamers of snoring dragons, a trap closes off the
passage they came through.  Now the room they are in is like a giant
funnel, and they are in the bottom of it.  The dragon, 100 feet above, just
flames them three times a day until they die.  Dropping boulders, etc from
above will also do wonders, as will opening hole in the wall and letting
some lava in.

Also, dragons with spells will construct the usual defenses around the
lair, e.g. illusionary walls, fools gold.  The baby red dragons would
be kept in a small (for them) room only accessible by swimming through a
lake of lava, thus knocking out the easy kill.

Also, the shadowgate solution to dragon hordes: melt the gold together so
that it can only be moved in one piece, and keep it HOT.  magical items
would be IMBEDDED inside the gold, unless directly useful to the dragon.

p.s. if there are problems reading this post please tell me.

Terry
Newsgroups: rec.games.frp.dnd
Subject: Re: X.P.....
From: Geoffrey@yvax.byu.edu
Date: 15 Oct 92 09:36:59 -0700
Reply-To: Geoffrey@yvax.byu.edu
Distribution: world
Organization: Brigham Young University

	The way that I see it is that the 1% should cover just the thing you killed. 
If the entitiy that you killed just happened to be brandishing a +5 two-handed
sword, it's worth in x.p. should be increased to 1% + the x.p. value of the
item in the DMG.  It makes sense to me.
	The two problems I see with this version are:
	a)	If you don't agree with the values that are in the DMG.
		SOLUTION:	Change the values to something that make you happy.
	b)	If a character has tons and tons of magic items, but only used his
		magic sword...should the character that killed him get the x.p. values
		of all the items that weren't used.
		SOLUTION:	Depends what sort of a campaign you want...if you don't
		mind a Monty Haul campaign, give them the x.p..  If you want to run a
		harder campaign...don't give it to them.  There is always the argument
		that even though he didn't use the itmes, he could have.  It's up to
		you. 
Newsgroups: rec.games.frp.dnd
From: brunborg@solan.unit.no (]dne Brunborg)
Subject: Re: Lich / Holy Swords
Organization: Norwegian Institute of Technology
Date: Fri, 9 Oct 92 11:26:22 GMT

In article <1992Oct8.094007.3142@mnemosyne.cs.du.edu>, abistak@nyx.cs.du.edu (Andrew Bistak) writes:
 > 
 > 
 > Thanks for all the feedback on the Lich. Currently the
 > Lich is only playing with our party but I'll tell you of the conclusion
 > soon. 
 > Heres another question though : When (What level) or should a Paladin get
 > a Holy Sword?
 > 
 > 
 > regards, Andrew
 > 
 > 

That depends on the DM. If you let the dice-rolls decide the treasure, you have
no control. I prefer a mix between dice-rolling and DM-deciding. I would never
let a paladin get a holy sword before 9th level ("name level". At that point the
fighter and cleric gets their followers, so why not the paladin his holy
sword(or holy battle axe, holy spear, holy polearm or holy dagger...)), but I
wouldn't hesitate to wait some more levels. Depending on the campaign, I would 
give him one at 9th-14th level. (Maby he would find one in the lich's treasure??)

If you run a low-power campaign, I would say 15th-20th level. If you run a Monty
Haul, 3rd-8th level.


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