HDTenEightyP/NetNews huggingface dataset:
From: jackson@ess43.Berkeley.EDU (Jeff Jackson)
Newsgroups: rec.games.frp.dnd
Subject: Re: Dual class question.
Date: 20 Nov 92 18:38:17 GMT
Reply-To: jackson@ess43.Berkeley.EDU (Jeff Jackson)
Organization: Schlumberger CAD/CAM

In article <1992Nov14.042317.7197@news.ysu.edu>, ag757@yfn.ysu.edu (Ian Clysdale) writes:
|> 
|> In a previous article, henrydm@HYDRA.ROSE-HULMAN.EDU (Daemeon) says:
|> 
|> >
|> >	I am a DM.
|> >	I have a PC who basically wants to play a theif22/cleric1
|> >	We are faced with a strange situation....a first level cleric
|> >	with a LOT of hps.  The question is:  would a character like this
|> >	adventure with 1st level characters, 22nd level characters or 
|> >	something in between?
|> >
|> >					-Daemeon
|> >
|> 
|> 
|>    I don't see what the problem is.  What you have, as I unerstand it,
|> is a player who wants to run a newly converted dual-class character.  
|> Therefore, he has so far been a thief, and has recently become a devotee
|> of his god.  Now, then, of course he should be adventuring with a 22nd level
|> party because he is a level 22 character who has also just started another
|> dual level.  Correct me if I'm wrong.
|> 
|> -- 
|> 			Ian Clysdale
|> 		 Student and Official Nobody
|> 	        Internet:   ag757@yfn.ysu.edu
|> 	      Fidonet:   Ian Clysdale, 1:163/241


   Well, the problem is that he cannot use any of his thieving abilities
   if he wants to gain experience.  So a 1st level cleric in a mega-level
   party has about the equivalent usefulness of one extra-healing potion.
   (Less, actually, since he'll probably get fried and they'll have to
   drag his carcass oot of there.)

   In a 1st level party, he has only one unbalancing attribute:  extra
   hit points.  This is something the DM can compensate for.  Naturally,
   the players should be made aware that they may have to face something
   just a TAD more difficult if Mr. Convert tags along.  Say a troll or
   three.

   Another possible solution is to have him join a mid-level (3rd-5th)
   party and have him accept the fact that he won't be able to do as much
   as the other characters.  He'd be a fair hacker, though, with lots of
   staying power.

   (Incidentally, it would be fun to tease this fellow a bit by putting
   the party in a situation where thieving abilities would improve the
   situation enormously, and see what happens.  A CN cleric would probably
   do it without a second thought, and atone later.)

-----------------------------------------------------------------------
                         PC:  "He opens the door quickly."
   - JWJ                 DM:  "You see a brass dragon."
                         PC:  "He shuts the door quickly!"
From: rzlittle@csd4.csd.uwm.edu (Robert Zachery Little)
Newsgroups: rec.games.frp.dnd
Subject: Athas as FR...
Date: 17 Nov 1992 23:34:03 GMT
Organization: Computing Services Division, University of Wisconsin - Milwaukee
NNTP-Posting-Host: 129.89.7.4

As far as the topic of the Forgotten Realms being Ancient Athas goes, here
are a few bits that may explain the changes or discrepancies...

A) The modern Athasian halflings aren't too far off from the Matzican
halflings of the Realms.  Both are savage and reside deep within their
respective jungles.  Perhaps when the Sorceror Kings were in the process of
genocide, they overlooked the Matzican halflings and only killed off the
"civilized" halflings of Faerun.

B)Athas has been reported as a 'closed sphere' in Spelljammer. In the
Realmspace sourcebook, it states, more or less, that the Forgotten Realms
Sphere can be closed when the Walkers cease to be.  The walkers are the
unliving souls of particularly evil individuals, doomed to walk the sphere
for eternity.  Considering that Athas has no lack of Evil souls, it seems
unlikely that the sphere would have ever closed in the first place. Instead,
I think that TSR is just calling it a closed sphere to keep other characters
from other spheres from importing metal for a fortune...

C)As far as where the gods went, If my domain got as messed up as Athas has
become, I'd leave too.

D)The metal? So far the novels have described great storehouses of metal
lying beneath the sands...but even the weapons and armor found in all the
storehouses of Athas wouldn't even hold a percent of all the metal a world
Athas' size should have.  Instead look to Mars as an example...Mars has a
LOT of iron, but it is mostly oxidized and contained in the soil.  Perhaps
Athas is similar and has essentially become a giant ball of rust.

E)Race differences, particularily in Giants would probably have to be
evolutionary, as well as psionics would. Both FR and Greyhawk contain
Psionicists, and those individuals with wild talents would have a better
chance of survival in a rapidly changing world.  Much like Darwins 'Survival
of the Fittest...'

Thats how I see it. I'm sure TSR will _eventually_ get around to telling us
whats going on, but hey they're only a corp...

Rob(Bloodstar)

"Funny the people in the asylum thought I was quite normal"

Newsgroups: rec.games.frp.dnd
From: cmcarthu@esk.compserv.utas.edu.au (Christopher Gary McArthur)
Subject: Re: Changes to ADnD2 Guides?
Organization: University of Tasmania at Launceston
Date: Tue, 24 Nov 92 03:24:59 GMT


	Hey, I didn't know there was an errata from the DMs Guide.  Could some
kind soul please send a copy over the magic of technology to the below email
address.
				Chris McArthur.

				cmcarthu@esk.compserv.utas.edu.au


Newsgroups: rec.games.frp.dnd
From: praxis@jhunix.hcf.jhu.edu (Laura L Perkinson)
Subject: Readin' Writin' and Splellcastin'
Organization: HAC - Johns Hopkins University, Baltimore
Date: Mon, 23 Nov 1992 19:26:25 GMT

	OK, here's a question for you:
	In a low-magic AD&D (2) game I'm playing a skald (bard) from a
Viking-like country. They don't use the standard magic stuff much there, tho
he does have the ability to use runes (as outlined in the Viking sourcebook).
	One of the party's mages has offered to teach my boy how to cast
spells. Bards can do that. But the culture the skald is from doesn't use
written language.
	Do you have to know how to read and write to cast wizard spells?
Just wondering, as the Runes do some mighty cool stuff anyway. But it is a
point for the skald kit in the bard's handbook. You'd have to go up enough
levels to get a new non-weapon proficiency, then go up again to start
casting, so skalds (who can't start with read/write) would have to go to,
what, 5th level before getting any spells?
	Thank Odin for Runes, I say.

		Praxis
From: mathew <mathew@mantis.co.uk>
Newsgroups: rec.games.frp.dnd
Subject: Re: How do UNDEAD smell?
Date: Tue, 17 Nov 92 11:49:42 GMT
Distribution: world
Organization: Mantis Consultants, Cambridge. UK.

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

Q: HOW DO UNDEAD SMELL?@
A: TERRIBLE!@

HAW HAW HAW!@!@
LIKE POTATOE!


mathew
From: aw36+@andrew.cmu.edu (Andrew N. Westmeyer)
Newsgroups: rec.games.frp.dnd
Subject: stats
Date: 18 Nov 92 13:24:40 GMT
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA

Hey guys,
     What's going down?  I haven't played dnd for years, and even when I
did I was no afficianado, so this request may make no sense.  Can
someone post the stats for NPC's such as Otiluke, Tenser, and Rary.  I
see there has been some degree of talk about them here, but I haven't
been following it much.  If I understand correctly, those were once
someone's characters.  I just want to see some stats of some very
powerful characters.  Thanks.
Andrew
Newsgroups: rec.games.frp.dnd
From: LRPR000 <LRPR@UNB.CA>
Subject: Re: A very good POINT on Bow Profic.
Organization: The University of New Brunswick
Date: Mon, 23 Nov 1992 20:54:18 GMT

In article <7153@news.duke.edu> dks@acpub.duke.edu writes:
>
> Bow specialization in 2nd edition makes little sense to me, too.
> All characters receive two separate attacks per round when using
>a bow -- long, short, self, composite.
> In 1st edition, if you specialized with a bow, you received an
>increasing number of shots per round (3, 4, maybe even 5 at high enough
>level).  Right off the bat, you got insane bonuses to hit and damage at
>the 'point blank' range (6-60 feet, I think), which added up to a non-
>magical arrow doing 6-16 points of damage.
> Now in 2nd edition, you still have to spend two extra proficien-
>cies (total 3) to specialize, and receive only (correct me if I'm wrong
>-- _one_ of you, not ten) a bonus to hit (+2?) at point blank range.
>The 2nd edition ruling should be modified by individual DMs, either to
>reduce the cost to the normal one extra slot, or increase the power of
>the specialization (very carefully).
> Anyone else have something to say on this?
>       -Abdiel
    In my campaign, we allow +2 to hit and damage at point blank; +1 to
hit and damage at short; +1 to hit at medium; no special bonus at long.
The idea of increasing attacks/rd at higher level (maybe 3 at 7-12, etc)
appeals to me.  Also, remember to note that Bow specialists (or crossbow
can shoot before initiative.  This is deadly to spellcasters - the bow
specialist PC in my group has skewered quite a few wizards and priests,
never letting them get off their teleports or words of recall. Of course
you need magic arrows to hit that guy with the P.N.Missiles... and you
have to forgo your second shot to be nocked and ready in round 2, etc.
but it does make a BIG difference.
  I would not favor reducing the slots required- learning the power of
the longbow was supposed to take years - but I agree that it should be
upgraded in power slighlty - but not to the extent that UA had.
                             JubbaBones
From: unregistered@newcastle.ac.uk (R.J.Collingham)
Newsgroups: rec.games.frp.dnd
Subject: Will anyone run PBEM _D&D_??
Date: 18 Nov 92 11:21:30 GMT
Organization: University of Newcastle upon Tyne, UK NE1 7RU

I have seen lots of people offering to run play by email (PBEM) AD&D
campaigns and lots of people saying they prefer the non-advanced
D&D game since the new Rules Cyclopedia came out. Well, putting
2 and 2 together to get 5 (!), is anyone willing to run a _D&D_
PBEM adventure?

Let me be the first volunteer player.

Russell

--------------------------------------------------------------------
Russell J. Collingham		
Artificial Intelligence Systems Research Group
Computer Science (SECS) ***undergoing id change - beware email problems***
University of Durham		email: R.J.Collingham@durham.ac.uk
Stockton Road			phone: 091-374 2637 (2630 secretary)
Durham, England DH1 3LE		  fax: 091-374 3741
Newsgroups: rec.games.frp.dnd
From: s9877751@phobos.ucc.umass.edu (s9877751)
Subject: The Final Results of AD&D survey!!!
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Massachusetts, Amherst
Date: Mon, 23 Nov 1992 15:18:00 GMT

Well here's the final results of the AD&D survey:
WHAT'S YOUR FAVOURITE AD&D ADVENTURE(S)/MODULE(S)?
Every entry I received will get credit here, even if it only got one vote.
There may be some errors concerning module #'s, in connection with certain
titles, but that's not my fault--it's yours!!(only kidding).


#1	16 votes	Ravenloft (I6) (the first ravenloft)
#2	10 votes	Tomb of Horrors (s1)
#3	8 votes		Against the Giants (series G1-G3)
			Temple of Elemental Evil (series t1-t4)
			Desert of Desolation (series I3-I5)
#4	7 votes		Slave Lords (series A1-A4)
#5	6 votes		Queen of The Demonweb Pits (Q1?)
			White Plume Mountain (S2)
#6	5 votes		Sinister Secret of Saltmarsh (U1)
#7	4 votes		Lost Caverns of Tsojcanth (S4)
			Expedition To Barrier Peaks (S3)
			Ravenloft II (House on Gryphon Hill)
#8	3 votes		Bloodstone Pass (series H1-H4)
			D1-D3 (Drow series)
			Feast of The Goblyns
			Bone Hill (L1)
			Danger At Dunwater (U2)
			The Final Enemy (U3)
#9	2 votes		Dark Tower
			Ghost Tower of Inverness (C3)
			Assassin's Knot (L2)
#10	1 vote		Nightmare Keep
			Five Swords of Corrusk
			Verbash
			Rahasia
			Ardvin (Howling tower, Caliban, Death Heart)
			Mad Monkey vs. Dragon Claw (OA5)
			Falcon's Revenge
			Throne of Orcus
			Descent Into the Depths of The Earth (series)
			The Sentinel (UK1)
			The Gauntlet (UK2)
			Dark Clouds Gather (UK7)
			Arcane Shadows (DSQ2)
			Dwellers of The Forbidden City (I1)
			Castle Amber
			Land Beyond The Mirror
			To Find A King (C4)
			Bane of LLywellyn (C5)
			Book of Ruins
			Castle Greyhawk
			The Lost Shrine of Tomoachan
			Fortress Badabaskor
			A Hitch In Time (Dungeon Magazine #32)
			Caverns of Thracia
			Thunder Under Needlespire (Dungeon Magazine #24)

Thanks to everybody who responded to this survey, and it seems that most people
agreed, at least in part, and came to some kind of concensus.  Now it's time
for somebody else to start up some other kind of survey, preferably one of:
favourite character class/race to roleplay, and the like.  So, someone get on
it!!

matt

			
Newsgroups: rec.games.frp.dnd
From: sjdaskal@unix.amherst.edu (Steve)
Subject: Re: Trident of Submission?
Organization: Amherst College, Amherst MA
Date: Wed, 18 Nov 1992 22:33:43 GMT

In article <1ed19kINNbgs@usenet.INS.CWRU.Edu> ba446@cleveland.Freenet.Edu (Todd M. Hanson) writes:
>
>While helping set up a character to fit into a 'throw-together' high
>level game, we came across the 'Trident of Submission' on the tables
>in the DMG.  But, when we tried to read the description of the item,
>it was no where to be found, in any of the books, as far as we could
>tell.
>
>According to the xp value listed for the item, this trident is almost
>on par with a Sword of 9 Lives Stealing, so it's certainly not a pud
>item.
>
>Has anyone seen a listing, or description for this item in any of the
>printed books?  Maybe a Dragon?  Is there an errata for missing info
>for the DMG? 

Well, Im not certain if this is proper netiquette or not, but I just checked
my DMG (Revised Edition, December 1979 w/ big red beastie on cover) and it has
a listing for the Trident of Submission. Here it is:
A weapon of this nature appears unremarkable, exactly as any normal trident.
The wielder of a TS causes any opponent dtruck to save vs. magic. If the 
opponent fails save, morale check must be made next round _instead_ of
attacking; if morale is good, opponent may act normally the next round, but
if it is poor, the opponent will cease fighting and surrender, overcome with
a feeling of hopelessness.  Duration of hopelessness = 2-8 rounds. Trident
has 17-20 charges, and is a +1 trident.

Hope this helps.

--Steve

>
>Failing that, does anyone have a good suggestion on what kind of 
>powers a Trident of Submission might have?
>
>Thanks...
> 
>Todd
>
>-- 
>* Todd Hanson                              ba446@cleveland.freenet.edu  *
>*                                                                       *
>*     "No woman's worth a bullet between the eyes.. "                   *
>*          "Depends on who's eyes.. and which woman."    'Bugsy'        *


Newsgroups: rec.games.frp.dnd
From: tfpayn01@ulkyvx.louisville.edu
Subject: A very good POINT on Bow Profic.
Date: Thu, 19 Nov 1992 05:52:31 GMT
Organization: University of Louisville

-- 
	Here's a REALLY good question to spark some forges with....

	In the 1st ed rules (Unearthed Arcana), they state that those who spend
the proficiency slots (3) to gain a bow specialization get two attacks per
round at levels 1-6.  Now the question:

	The 2nd Ed. rules say the creature gets no extra attacks/round.
	What gives?  Does the 1st Ed. mean one fires 2 arrows per attack, 
	or does one get two separate attacks per round?

A friend and I were discussing this, and realized the creature tha spent the 3
prof. slots is no better for shooting at medium and long range than Joe Fighter
(Level 1) who just picked up some dead elf's bow!  They have the same
probability to hit!

	What gives? We think, after having timed how long it takes to string an
arrow, aim, and fire, that it could conceivably be 4 shots per round at levels
1-6, culminating at level 13 in 8 shots per round, where the Unholy Elf from
Hell fires his AUTO-Longbow..

	Realistically speaking, one COULD do this, ASSUMING one has taken the
BOW proficiency.

	Questions? Quips?


	Tom 

PS> Yes, yes, yes, I realize gaming rules are fairly vague sometimes to allow
flexibility, but we wanna pin this down for a particular Monk from Hell...

THANKS!



/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\________________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //  / /  /  //  /   TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / /  /   //  /   / /
// / /  /  / /  /  / //  INFTECR1@ULKYVM.LOUISVILLE.EDU  /   // / / / /  / // /
/ / / //   /   / / /  /  /   /  / /   /  / /  /  ///  /   / / /   /   / / / /  /
      <><><><>     <><><><>     <><><><><>     <><><><>    <><><><><>
<><><><> Are <><><><> you <><><><> ready <><><><> to <><><><> die? <><><><><>
        <><><><>     <><><><>     <><><><><>     <><><>      <><><><>

Newsgroups: rec.games.frp.dnd
From: tap2368@venus.tamu.edu (Saufferin)
Subject: Re: A call to the Sages of the Forgotten Realms
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Distribution: na
Date: Fri, 20 Nov 1992 22:19:00 GMT

In article <1992Nov20.141300.16974@bnr.ca>, 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
>don't remember reading he was immortal.  The reason I say he would kick Elminster's
>but is because they both write 9th level spells for fun and his look uglier.  Also
>he's evil, and good doesn't seem to do as well as evil in the FR (thank god!).
> 
>Man, the Harpers are geeks! (notice the DM of the Drow thing).  Elminster wouldn't
>last 10 minutes in Menzoberranzan!
> 
>Don Clayton

   How did we get off the subject?  Who cares if Halaster(or Halister, however
he spells his name) could kick Elminster's butt.  It will never happen, Halaster
stays in undermountain building Scaladars, destroying adventurers and whatever
else comes along...  Last I checked Elminster doesn't go into Undermountain,
he gets PCs to do that for him.  Elminster wouldn't last too long in Undermountain
 and Halaster wouldn't last too long in Elminster's tower.  But if they were on an
open field 1 on 1, I would have to say that Elminster (Lord of Mnchkin Spells)
would kick the living hell out of Halaster.  Besides, Elminster has the Lord of 
Shadowdale at his side, Lyte ( A Gold Dragon, if I remember correctly)...
I haven't seen anything in Undermountain (boxed set) that can deal with that...



################################################################################
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tap2368@venus.tamu.edu | LUDICROUS SPEED!" - Dark Helmet
Texas A&M University   |"Yeah, you go to pieces so fast people get hit by the
                       | shrapnel." - Ford to Zaphod
================================================================================
Warning: The Surgeon General has determined that reading this sig may lead to
         cancer, heart burn, head aches, tumors, or learning disabilities.
################################################################################
Newsgroups: rec.games.frp.dnd
Subject: Re: Athas is FR?
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Date: Mon, 16 Nov 1992 01:48:20 -0500 
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA

>Secondly, the abscence of gods does pose a small problem. If there 
>were FR gods looking over Athas, they wouldn't just pack up and leave
>when the
>dragon turned up.
How about the cycle of worship?  Basically, it says that a god' s powers
are directly dependant upon his or her flock.  If magic went haywire,
perhaps people would lose faith in the gods, and the gods would weaken. 
As they weakened, they would be less capable of enlisting new members
into the flock, and less likely to keep current ones.  Eventually, the
god would die.  Or, everything died, and millions of years later, new
life began to evolve, butter suited to survival on the new world. 
Having no flock, the gods had no purpose, and thus faded away as
above.(Idea of cycle is from Weis and Hickman's Rose of the Prophet
trilogy)
	>Thirdly, metal. Yes, where would all of the metal go?
As magic began to damage the world, more and more mundane objects were
"used up" to fuel the rising apocalypse.
	>Fourth, the giant race is different to that from standard worlds.
Evolutionary adaptations?
	>Fifth, the change of climate due to defiling magic doesn't explain >the
>proliferation of psionics that is way beyond anything we have seen on
>any other
>world.
As above, evolution.

Basically, this could be an alternate FR, billions of years in the
future, abandoned by the gods, and where the raw primal forces of
nature(air, earth, water, fire, and magic) took over.  The reason
everyone has psionics on Athas, is because the weak do not survive. 
While some psionics wild talents really are wimpy, I'm sure almost all
of them have some use somewhere.  The crystal sphere fits the god's
leaving the dead world theory(maybe the existance of gods prevented this
"isolation of destiny."
But, it' s your campaign, do what you want.  It really doesn't matter
very much anyway, does it?
But it's a fun intellectual exercise!
Happy gaming,
-JW


-The Wizard
---------------------------------------------------------------The
hearts of all were filled with hope, for even though Lancer, tried
war-hero, had met his match, there was a new power to be reckoned with. 
The Wizard had returned home, and this time no tyrannical lord would
hold the town in thrall.   
---------------------------------------------------------------
Newsgroups: rec.games.frp.dnd
From: cabtait@atlas.cs.upei.ca (Bobby Tait)
Subject: Re: Most powerful first level spell
Organization: University of Prince Edward Island
Date: Sat, 21 Nov 1992 20:56:42 GMT

When I was DM'ing a 1st level campaign, I had the delight of having one of
the better spell-casting players I've ever seen with us playing a 1st-level
2nd edition mage.  The party was aboard a ship being attacked by a pirate
ship.  This fellow luckily avoids several arrows flying from the enemy ship
to get to the side to cast "Enlarge" upon one of the pirate ship's hull
planks near the water line.  With the size of those things, 10% was quite 
an increase.  Fortunately for the pirates, there was a higher-level mage 
aboard their ship who managed to cast "Wall of Force" over the damaged area
to help in their survival.

==============================================================================
  Bobby "Fireball!" Tait (cabtait@atlas.cs.upei.ca)