HDTenEightyP/NetNews huggingface dataset:
From: s9877751@phobos.ucc.umass.edu (s9877751)
Subject: Re: Critical Hits
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Massachusetts, Amherst
Date: Thu, 8 Oct 1992 18:43:00 GMT

In article <1992Oct3.203012.43557@kuhub.cc.ukans.edu>, blythe@kuhub.cc.ukans.edu writes...
>I was wondering about the implemented ways of afflicting critical
>damage with weapons.  I mean like when a PC or for that matter a NPC
>rolls a natural 20 to hit.  Do any of you DM's out there give bonus
>damage?  If so, in what ways do you penalize the character if they
>roll extremely bad to even it all out?
>My curiosity arose when I examined the wild mage class and questioned
>if a spell's power can be altered by a die roll, then why not allow
>the other classes to have similar special cases.
>-- 
>________________________________________________________________________________
> 

I've been DMing for quite a long while we played where a natural roll of 20
resulted in doubling the damage roll (the natural damage roll only, no
modifications are added until it is doubled)--this just didn't work.  Albeit,
you don't roll 20's left and right, but some unfortunate deaths resulted, in
the party, because of the implementation of this rule.  We also said that you
had to be able to strike the target on something other than a natural 20,
to be allowed the double damage.

HERE IS THE NEW WAY I WILL IMPLEMENT A BONUS FOR A NATURAL ROLL OF 20.
The attacker, who just rolled a natural 20, will have, because of the lucky
placement of his strike, have the opportunity to choose or roll for one of
the following occurences:

	(1) the attacker is given a second attack immediately;  note, this
	    second attack should only be granted once, in the event that
	    two 20's are rolled consecutively--just my opinion.
	
	(2) the attacker puts himself in a better position to defend and can
	    either reieve some type of armour class bonus during the next
	    round, or be given the opportunity to move out of melee range
	    with relative safety;

	(3) the attacker may choose to inflict a wound, with greater chances
	    than given (the standard being a 25% chance).  The chance could
	    be raised to 50% or even higher if desired.

1d6 should be rolled, if you wish to randomly determine the outcome of having
rolled a natural 20.  (1-3= #1) (4-5= #2) (6= #3);

Just my opinion.
From: blythe@kuhub.cc.ukans.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Intelligent opponents
Date: 7 Oct 92 01:58:37 CDT
Organization: University of Kansas Academic Computing Services

>  [neat example of just how nasty a well organised lich might be]
> 
> This thread was quite interesting in that a number of reasonably intelligent
> ways for a lich to be more than another lamb to the slaughter were put 
> forward. What other ideas for other monsters (or ideas in general) can
> you crafty xdnd DM's put forward?

I believe dragons are greatly underplayed by some DMs.  I've been in
and DMed parties where slaying the beast was just too easy;
especially when encountered in their lairs.

Here are a few nefarious ideas to make a Red dragon a lot tougher:
	
	The dragon, by nature, uses a lot of flame in combat.  Those
	previous melees must have a lot of ash in their lairs.  If a
	dragon were to cause a large gust of wind by flapping their
	wings, all this ash would fly up in the air making the party
	blind and would not affect the dragon's sight any since of
	their ability to detect invisible or hidden creatures.

	A large roar could deafen some spellcasters.  Deaf
	spellcasters do have penalties when using verbal components;
	not to mention hampering party communication.

	Of course there's the setting of traps over the years, magical
	and non-magical, and using the magical items in the treasure
	(so roll up the items before the battle all of you adlibbers). 

	The layout of the lair could be made strategically important.
	Many times it's all just a big open cavern and this simply
	isn't so.  Dragons could spend decades moving around till they
	found the right home.

	The dragon's natural resistance to flame should be used to
	it's fullest.  The heat should be unbearable for armor wearers.

	The more powerful dragons have a lot of treasure.  An extra
	guardian of the treausure like a beholder would be nice.
	Especially if the party was unaware of the beholder.  Any
	smart character would have some type of magical protection
	from fire in effect.  When the party enters the lair, the
	beholder would be watching the entrance, nullifying any magic,
	and the dragon could breath on them with full effect.  A
	little harsh on the party, but fantasy is not always jovial.

	These are just a few ideas for thought.  Happy hunting.
		Garote.
--
_____________________________________________________________________________

2ftokneel@kuhub.cc.ukans.edu		Garrett Arch Blythe
2ftokneel@ukanvax.cc.ukans.edu		Alias:	Schmoo!!!
blythe@ccstaff.cc.ukans.edu
blythe@kuhub.cc.ukans.edu
blythe@ukanaix.cc.ukans.edu
blythe@ukanvax.cc.ukans.edu		"Don't say a prayer for me now.
blythe@ukanvm.cc.ukans.edu		 Save it till the morning after."
blytheg@acsaix.cc.ukans.edu			--Save A Prayer
gblythe@hawk.cs.ukans.edu			  Duran Duran
gblythe@venus.cs.ukans.edu
_____________________________________________________________________________
From: caa@Unify.Com (Chris A. Anderson)
Newsgroups: rec.games.frp.dnd
Subject: Re: Trolls' regeneration
Date: 9 Oct 92 16:02:05 GMT
Reply-To: caa@unify.com (Chris Anderson)
Followup-To: rec.games.frp.dnd
Organization: Unify Corporation, Sacramento, California

In article <BvqEEx.GJD@cs.dal.ca> lazarus@ug.cs.dal.ca (Chuck Turner) writes:
>  You will never get multiple trolls growing from the remains of a chopped
>  up troll.

Pity.

Chris
-- 
+------------------------------------------------------------+
|  Chris Anderson, Unify Corp.                caa@unify.com  |
+------------------------------------------------------------+
From: mage@en.ecn.purdue.edu (Mage)
Newsgroups: rec.games.frp.dnd
Subject: editor list
Date: 7 Oct 92 20:01:39 GMT
Distribution: na
Organization: Purdue University Engineering Computer Network

The following is the list of those accepted as editors of the coming
unofficial ad&d gaming magazine, if you are on this list and did not 
recieve a mailer from me today, please remit to me with your corrected
or extended address, so that I may change it.

vincent@cn.ecn.purdue.edu\
bifster@csd4.csd.uwm.edu\
bkoike@sdcc13.UCSD.EDU\
ez003284@hamlet.ucdavis.edu\
fannicm@WKUVX1.BITNET\
mike@percy.rain.com\
picl17@fsphy1.physics.fsu.edu\
silk@mcl.mcl.ucsb.edu\
weeks@asdf

For those of you who don't know what is going on, we are going to provide
a free magazine (hopefully weekly) to all subscribers, please do not ask to
be added to the subscription list as of yet, I will post for subscribers
next week.

If you are interested in editing this magazine, please contact me at this time,
our editors will be posting their respective sections and requesting authors
at a future date, so keep this in mind if you would like to write an article
or two for us in the future.  We will be unable to post all transmissions that
we recieve and we reserve the right to edit any articles to meet our guidelines.But understand that you, the author, will recieve credit for the articles that
you write or inspire (if we should change them).

Looking forward to our first posting.
Tony aka mage
.
Newsgroups: rec.games.frp.dnd
From: n36ia@pnet16.cts.com (Et3 Francis)
Subject: Re: Lich / Holy Swords
Organization: People-Net [pnet16], NCTAMS EASTPAC
Date: Sat, 10 Oct 1992 08:56:04 GMT

Holy swords should only be given out after the Paladin has completed some
great quest for his god. Even then the paladin should understand that the
sword is still not his yet but is a "loaner" from his god until he has proven
himself completely worthy of such an item. I guess it's hard to put a level
down that I think the sword should be given out at but it all depends on the
campaign enviroment. If it is Magic heavy then the sword would be given out
much earlier than in a Less magical world. The paladin in our party didn't get
his until around 12th level after about 3 years of playing and then he
promptly lost it again in a battle with his nemises and didn't see it again
until about a year later.
                                Your mileage may vary,
                                                Brian

TOP SECRET .sig (sorry you don't have the clearance neccessary to see it)

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Newsgroups: rec.games.frp.dnd
From: dcgonyie@eos.ncsu.edu  (Lord Stingray)
Subject: Re: The TSR Trap
Followup-To: the TSR trap
Originator: dcgonyie@c00068-100lez.eos.ncsu.edu
Reply-To: dcgonyie@eos.ncsu.edu (Dwaine Gonyier)
Organization: North Carolina State University, Project Eos
Distribution: na
Date: Fri, 16 Oct 1992 02:40:15 GMT


I think TSR has gone a little overboard with the 2nd edition.
The updated rules are easier to understand and function better (except for
wrestling, of course :)  ). But do we really need a handbook for dwarves, 
elves, fighters, etc? I am sure avid dwarf players would love having that
kind of detailed info, but I pity the dm who has players with every race and
class who insist on using the handbooks.  I pity him (her) because a good 
rule of thumb for dms is to read and approve material to be used in their
campaigns. To have to read that many guidebooks is painful, but it must be
done to watch over sneaky players who might come up with strange new rules 
and abilities for their characters that you might not be aware of ("But it's
in the handbook!  Dwarves can do that.  This ability also increases with each
level...").  Even though the dm has final say as to what abilities each
character can have in respect to race and class, players might feel cheated
out of special priviliges and abilities for their characters that were
revealed in these handbooks.

I would be more comfortable with a 'handbook for classes' and a 'handbook
for races'.   I'm sure TSR could give a fairly good summary of new abilies and
so on for all races, classes, or whatever in one book for each category.

The 1st edition was considered complete if you had access to only three
books: DMs Guide, Players Handbook. & the Monster Manual.  In the 2nd
edition,
how can you ever have a 'complete' set if TSR comes out with a new guide for
this or a handbook for that every month?   Sure its great to add to a
campaign, 
but there is such thing as overload, folks.  I'm sure most dms can't keep 
track of every new rule, situation, and protocal spelled out in about 7 or 8 
books!  Even if it was possible, that kind of book keeping would surely lead
to burnout...
From: Jason_Croutch@mindlink.bc.ca (Jason Croutch)
Newsgroups: rec.games.frp.dnd
Subject: Re: Hit Points and increasing levels
Date: 10 Oct 92 01:42:28 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

Thus, one 'attack' is actually a series of events, which may or may not end
up with a loss of hit points.  This loss could be anything - fatigue, blood
loss from a cut, a "telling blow", a number of small slashes, etc.  The hp's
lost to the attack are not necessarily representative of actual wounds
made by the attack.

Thus, hp's do not represent actual physical damage-absorbing capabiltiy, but
the ability to avoid getting oneself killed - which is why they rise - as
that
ability should - as the character gains experience.

   I dunno, I still have problems with the explaination. For instance, what
about attacks for which there is no real defence... like back-stabs, or
magical attacks.
   With a back-stab attack, the character is caught off-guard, and has no
opportunity to defend him/herself. How, then, does this relate to the HP?
Likewise, a magic missile hit will do the same damage no matter how the
character dodges... so does the HP increase also cover some sort of magic
resistance.
   Similarly, poison does a set amount of damage on a person, regardless of
skill. Are we to believe that a person with a greater fighting skill also
must have a drastically improved immune system ?    Don't get me wrong, I
don't have a better solution for now, but HPs still don't make much sense in
realistic terms. It seems to me that the ability to defend against damage
should be expressed in a reduction in the damage itself, not in the ability
to absorb it.

                                                        ...later

Newsgroups: rec.games.frp.dnd
From: joev@navaho.eel.ufl.edu (Joseph Versagg)
Subject: Re: Intelligent opponents:Dragon
Organization: UF EE Department
Date: Thu, 8 Oct 92 03:12:37 GMT

I also think that dragons are very underplayed. My best senario was an old Red Dragon set-up. the layer had a large wooden structure over the entrance(half the cavern) that had been soaked in terpentine. One flame weapon, and cooked characters. This dragon was adverse to doing that, since another structure would have to be built. So, he had the floor of the cavern covered with broken glass. Upon attack, beating his wings would cause an uncomfortable rain of pain.
This dragon also had in his employ spies who would report whenever a large party of adventures entered a nearby town. Exit any hope of surprise. I even had one of the spies be a low level MU. Although he could not relate the level of party MU's, he could report the use of a staff. One must be careful to stay fair, since the DM knows exactly the players firepower, whereas a dragon could only guess.
Joe
From: rsm58307@uxa.cso.uiuc.edu (Ron)
Newsgroups: rec.games.frp.dnd
Subject: Re: Kobolds (Re: Intelligent opponents)
Date: 14 Oct 92 02:54:23 GMT
Article-I.D.: news.Bw3C2p.Fz9
Organization: University of Illinois at Urbana


[How on earth did the party get to 10th level and still fall into such a simple
[and obvious trap? Didn't they at least think of going round the edge? (1/2 the
[number of attackers and twice the range) Doesn't the 10th level MU have a
[spare Invisibility 10' radius and some rope?

>   BUT THE ROPE WOULDN'T BE INVISIBLE, BEYOND THE 10' RADIUS,
> AND THE KOBOLDS MIGHT CUT IT WHILE THE PARTY IS DANGLING...

Sure, that's true. Stop it with the capitals man, it's annoying
and what you have to say isn't THAT important.

[Why did they go into the dungeon in the first place? How about finding the
[upper ventilation shafts and squirting a Cloudkill or two into the place? Why

>NOTE CLOUDKILL DOESN'T RISE; THUS A U-BEND (LIKE THE ONE IN A SINK)
>WILL PREVENT IT FROM GOING FURTHER (THE VIETCONG USED SIMILAR TRAPS
>FOR TEAR-GAS AGENTS IN VIETNAM)

Yeah sure. Who's the kobold genius who figured this shit out? "Hmm. Human
wizard have cloud kill. I stop him by making U-bend not unlike that used
by Vietcong."

	- Ron
Newsgroups: rec.games.frp.dnd
Subject: Re: house-rules
From: pascal@nextasy.physics.mcmaster.ca (Pascal Gaudette)
Date: Mon, 12 Oct 1992 18:33:41 GMT
Organization: McMaster University, Hamilton, Ontario.

In article <QeqB2ey00VoxQ2qapq@andrew.cmu.edu> jb8n+@andrew.cmu.edu (Joseph E.  
Beck) writes:

> From: dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun)
> >Well, the "cleric" is based on a Knight Templar idea. I'd say they
> >could easily spank a thief
> Yes, we've all ready the official description of what a cleric is.
> What the thread is concerned with (imo) is game balance.  The cleric
> can spank the thief, and has spells, and has better saves.  This led
> us (in our group) to swap cleric and thief attacks and hit dice.
> 

Did you change the XP tables in any way? Thieves go up much
faster than other classes.

But I would like to point out one thing that it seems people
forget to take into account when looking at how useful a thief
can be to a party: the Guild. In a city environment, this gives
the thief a very important edge! He's got connections. This can
lead both to great role-playing and to important breakthroughs
for a party.  There's a lot more to a character than just stats.

--
Pascal "The Rascal" Gaudette       pascal@nextasy.physics.mcmaster.ca
MacNUG president                      | *NeXTmail encouraged* 
graduate student, McMaster university | Je ne suis pas infaillible.
Physics and astronomy dep.            | Vive le Quebec LIBRE!
Newsgroups: rec.games.frp.dnd
From: raistlin@wixer.cactus.org (Eli Boaz)
Subject: Re: Dual class
Keywords: Losing abilities, XP gain, etc...
Organization: Real/Time Communications
Date: Mon, 12 Oct 92 16:56:33 GMT

In article <2336@cix.cict.fr> dutech@reseau.Berkeley.EDU
(Groupe ELEVES) writes:
>
>  Well, time for another $0.02...
>
>  I confess that this "dual-class" idea has always driven me crazy. I
>agree with the principles ( PC learning new skills ), but I wholehear-
>
>							- Redwing -

I've always felt that TSR made a mistake in not letting humans be
multi-classed.  And stuff about wizards not wearing armor, etc...

I have a simple ruling on multi-class characters: ANY RACE
Also, I *do* allow mages to wear certain types of armor, for
instance leather armor, elven chain, and other light armors.
If they want to wear heavier armor, then they run the risk
of failing to cast the spells properly (heavy armor hampers
movement, timing, etc).

Same thing for weapons and such, as long as the weapons are light
(ie: short sword, hand crossbows, etc) but the weapons outside
the classes' traditional weapons cost double to be proficient in.
(ie: it costs a mage 2 weapon proficiencies for a short sword).

Although, weapons that go against one's "calling" (swords for
priests of a god of peace for example) are *not* allowed...

Basically what it boils down to is this:  If *you* don't agree
with the way TSR set up the *default* rules, then change the
damned rules... It's *your* campaign.

Just my 0.02(insert your base currency here) worth.

PS: I'm totally revamping the magic system to make it more
enjoyable, as well as certain other classes.  Anyone who's
intrested ought to email me for details on what I'm doing.

-- 
|ttyl,                     || Line noise provided by S. W. Bell Telephone!  |
|Eli Boaz                  |}-----------------------------------------------{
|raistlin@wixer.cactus.org || "Poker?!"  -- Lt. Cmdr Data, Time's Arrow I   |
\--------------------------/\-----------------------------------------------/
Newsgroups: rec.games.frp.dnd
From: st1lv@rosie.uh.edu (McLeod, Stephen)
Subject: Re: A modest proposal concerning HEALING
Followup-To: rec.games.frp.dnd
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Thu, 15 Oct 1992 06:51:00 GMT

In article <dmatiske-141092213700@archmacconsultant.architecture.lab.nd.edu>, dmatiske@larson.helios.nd.edu (David Matiskella) writes...
>In article <1992Oct12.153705.21798@astroatc.uucp>, weeks@astroatc.uucp (Pat
>Weeks) wrote:
>> 
>> In article <7114@blue.cis.pitt.edu.UUCP> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>> >
>> >	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.
>> >
>> >
>> >                                 Sea Wasp
>> >                                   /^\
>> >                                   ;;;
>> 
>> 	Isn';t this once again taking from the ever so popular idea of game
>> balance??  If this should all be proportional then, gee, let's make that
>> goblins short sword do proportional damage to the fighter because their healers
>> (deletia...)

I'm big on game balance and havn't changed these spells yet but in recent 
discusions a new (TM) idea came up.

Many of the spells in DnD (and it's horrendously complicated siblings ADnD1 
and ADnD2 ;) ) increase in power with the level of the caster.  Perhaps cure
light wound spells only cure a d6+1 (d8+0) because it was randomly chosen
that way at the beginning.  Would it really disturb game balance to have 
clerical spells be a d6 plus 1 point per level? (d8+1pt/Lvl) This would allow
a 9th level cleric to heal a d6+9 (d8+9) points of damage.  This would be a 
respectable amount of healing but wouldn't disbalance the game IMHO.

Any comments?
---
Stephen Mcleod
The ETernal? Student
Newsgroups: rec.games.frp.dnd
From: skomedal@solan.unit.no (Knut Torstein Skomedal)
Subject: RE: normallooking Liches
Organization: Norwegian Institute of Technology
Date: Thu, 8 Oct 92 16:22:55 GMT

There is another little problem with a permanenced Alter Self used by a Lich.
If I remember correctly, the Ravenloft boxed set describes a Lich called Azalin
as being able to disguise his apparence, but that nothing would remove the area
of freezing cold that surrounds him. You would have to rule that a Control 
Temperature spell worked around him at all times as well, and THAT would still
be noticeable. (Of course he could always admit to having a Cube of Frost
Resistance).

comments anyone?

Knut Skomedal
Newsgroups: rec.games.frp.dnd
From: barnett@mummy.agsm.unsw.OZ.AU (Glen Barnett)
Subject: Re: Trolls' regeneration
Organization: The Australian Graduate School of Management
Date: Fri, 9 Oct 1992 03:57:32 GMT

In article <memo.669214@cix.compulink.co.uk> thiggins@cix.compulink.co.uk 
writes:
>In-Reply-To: <1992Oct6.205210.3690@blaze.cs.jhu.edu> 
arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
>
>TITLE: Re: Trolls' regeneration
>Subject      : Re: Trolls' regeneration
>
>in   message : <1992Oct6.205210.3690@blaze.cs.jhu.edu> arromdee says
>> 
>> So how does the finger know whether or not the rest of the troll is still
>> alive, so it can decide "hey, I think I'd better not regrow, I'll let the rest
>> of my body do it instead"?
>> --
>the finger doesn't know, the lifeforce of the troll is the bit that 
>knows, the 'soul' of the troll if you like.  This is attatched to the 
>largest remaining portion of the body.  
You only seem to have removed the question one level. Do trolls have 
a life-force that is sentient? How does it know? What's a life-force,
precisely? The impression I've always had is that life-force, if there
is such a thing and trolls possess it is that life force is definitely 
not the kind of thing that goes around saying something like:
"Oh no, this bits getting burned!, I know, I'll jump into that bit
under the table...", then
"Ahh, no, the next-largest bit is over *there*, in the cupboard."

That feels more like an accountant than a life-force. Maybe
trolls are inhabited by accountants? ( ;) )

Glen
Newsgroups: rec.games.frp.dnd
From: brunborg@solan.unit.no (]dne Brunborg)
Subject: Re: stats for Aliens
Organization: Norwegian Institute of Technology
Date: Mon, 12 Oct 92 10:43:55 GMT

Sooo, this are the monsters thad dissolved three (3) of my magic swords! Wach
out, this guys will give you hell... 
I only survived because of 2 relics, a 14th level paladin, a 12th level Grand
Master with a vorpal blade and Elminster... Boy, that was fun!
(I myself was a 5th level fighter with 3 magical swords and a +3 plate mail while
entering, and a 7th level fighter with a +1 dagger and no armor (and a hurting 
chest...) while leaving. I survived.)


So long!

		Aadne Brunborg
		Norwegian Institute of Thechnology
		University of Trondheim
		NORWAY

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

And the Aliens were exactly that...
From: moursund@hpcvnb.CV.HP.COM (David_Moursund)
Date: Tue, 13 Oct 92 12:25:37 PDT
Subject: Re: Question about 2nd Ed Wrestling
Organization: Hewlett-Packard Co., Corvallis, Oregon