HDTenEightyP/NetNews huggingface dataset:
From: x92joslin@gw.wmich.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Missing Info in AD&D2 DM's Guide
Date: 25 Jan 93 22:17:52 EST
Distribution: na
Organization: Western Michigan University

In article <1jn35hINN818@meaddata.meaddata.com>, joeg@meaddata.com (Joe Gayda) writes:
> The Table for Bucknard's Everfull Purse is missing in the AD&D2 DM's
> Guide.  Could someone post the 1st edition table...
> 
> -- 
> Joe Gayda           | The probability of       |          (513) 865-1560   
> Mead Data Central   | someone watching you     |     
> P.O. Box 933        | is proportional to the   |       joeg@meaddata.com
> Dayton, Ohio  45401 | stupidity of your action | ...!uunet!meaddata!joeg

My advice to you is to buy the first edition AD&D DM GUIDE. The second edition
senerio of AD&D is a money pit. All you'll do is keep buying more books and
more books when all you have to do is use the one REAL sourse of information
that you can rely on YOUR MIND!!!

YOUR MINE IS A TERIBLE THING TO WASTE!!!!!!!!!!!!!!!>
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp.dnd
Subject: Re: Weapons proficiency system (long)
Date: 27 Jan 93 17:02:03 GMT
Organization: Georgia Institute of Technology

In article <C1Hu7L.9or@umassd.edu> s14539cp@UMASSD.EDU writes:
>In article <81858@hydra.gatech.EDU>, ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:

This is a reasonable solution.  

>I personally agree that multi-classed characters should be allowed to have
>specialization, however the PHB specifically denies the multi-classed character
>specialization.

True, but then again, it also specifically denies specialization to all non-
fighters.  The point of my system was to allow everyone to specialize, to one
point or another.

>So you and your DM may want to rethink allowing multi-classed
>specialization, between two classes they may not have the time to spec.

But remember, to be multi-classed, a character must be demi-human.  Most
demi-humans have an increased lifespan (at least, dwarves, elves, and half-
elves do, which are the only demi-humans in our campaign).  So they should
have the time.

In addition, I don't see why you would argue that they can't specialize.
I mean, a fighter/mage would gain prof slots at the same rate as a normal
fighter.  To deny him specialization is silly.  "No, you are not allowed
to specialize, because you don't have the time.  You'll have to use your
slots on different weapons.  Yes, I realize that this means that you will
soon know 10 different weapons.  I don't care, you're still not allowed
to specialize."

That arguement doesn't make much sense, IMHO.

-- 
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."
From: chrysop@cyprus.csd.uch.gr (Chrysopoulos Marios 484)
Subject: Question
Organization: Computer Science Department, University of Crete HELLAS
Date: Thu, 28 Jan 1993 19:00:44 GMT

I'd like to ask a question to the group.
There is a number of beasties (usually extraplannar or magically created)
which need a magical weapon to be hit (e.g. +1 or better etc.)
What does this really mean? That you need magic in order to hit one of
this creatures? What about cursed weapons? If you wield a -2 sword can you
hit a creature that needs a +1 or better weapon to be hit?
(i mean does the -2 mean stronger enchantment put upon the sword than the +1,
regardless of the nature of the magic, e.g. good-bad)

I would appreciate answers that are justified and not of the type that the
rules say so, so this is the way we do it...

	Marios
Newsgroups: rec.games.frp.dnd
From: q8s0@lysithea.sun.csd.unb.ca ()
Subject: Re: Multiple attacks:  an alternate view
Organization: University of New Brunswick, Fredericton, NB, Canada
Distribution: na
Date: Mon, 25 Jan 1993 00:17:28 GMT

In article <1993Jan23.091029.1@stsci.edu>, phillips@stsci.edu writes:

|> 	If a fighter has multiple attacks in a round, I have all of them occur
|> on the fighter's initiative.  I do the same for lions, for example, with their
|> claw/claw/bite & rake; it seems only fair to do the same with humans (it also
|> makes combat go faster--if you want "realism" in your combat, D&D is not the
|> place to be!  ;-).

Ahh...  but, that is why the "melee round" in AD&D is 1 minute.  This may seem a little long (as compared to other systems) until you see the passage in the DMG that states something to the effect that in the round, the character is actually swinging several times, but most of them are ineffectual swings.  Keeping this in mind, the way that TSR intended (I think) makes sense.  I have a DM that does it your way (he says it is to keep things simple, but the general player consensus is that he is a) not a goo


d DM anyway and b) is not blessed with a good memory and he forgets about it :) )...  Anyway, not meaning to flame you, just pointing something out.  :)

Mike Patterson
(no cool .sig yet :( )
From: donald@dvinci.USask.Ca (David Donald)
Newsgroups: rec.games.frp.dnd
Subject: Re: How do you unzip a file on Unix?
Date: 27 Jan 1993 16:05:39 GMT
Organization: University of Saskatchewan
NNTP-Posting-Host: dvinci.usask.ca

carbon@bnrmtl.bnr.ca (Peter Carbon) writes:

>After having obtained one of the character generators which appeared
>in this newsgroup I find myself at a loss to extract the executable.
>The generator is uuencoded and then zipped (?). I know how to uncode
>the thing on Unix, the executable is for Unix by the way, but I have
>no idea how to unzip it. I did not know this was possible except for
>on PCs. Can anyone help me, do I need some special program not usually
>available on Unix? Thanks in advance ...

>Peter Carbon

Peter:

I tried to mail you but it bounced... hence, I am forced to post.

While (in my exp.) unzip is not a standard part of the Unix kernal, it's pretty
widely available and I believe it is freeware.

E-mail me for more information (I'll need to know what kind of machine you're 
using)

David
-- 
David Donald - donald@dvinci.usask.ca	| "Get rich quick, or poor slowly."
Communications Systems Research Group	|		- R. J. Bolton, Ph.D. 
Saskatoon, Saskatchewan, Canada.	| (Who, incidentally, also spent some 
"The Great White North" (tm)		| time in the land of Oz...Coincidence?) 
Newsgroups: rec.games.frp.dnd
From: bachelu@mercury.cs.uregina.ca (Blaine Bachelu)
Subject: Multiple Attacks
Date: Thu, 21 Jan 1993 21:37:25 GMT
Organization: University of Regina, SK, Canada


After reading the articles on Swords of Quickness etc. I was wondering about
multiple attacks by specialized figters in AD&D2.  Do all second attacks
always come at the end of the round?  And if so, what happens when a fighter
is 5/2?  (2 attacks first round,3 attacks second round) When does the 3rd
attack fall?

Playing with d10 + (weapon speed) initiatives, I felt if any monster with
multiple attacks (claw/claw/bite) gets all of its attacks in on its initiative,
would it not be possible for a PC to get a second attack before every other
monster has a chance to attack? (As with the suggested method in PHB) 

I am looking at an initiative system for multiple attacks 3/2 2/2 5/2 such that
the player rolls initiative and adds the weapon speed, his character attacks
on that segment and immediately rolls initiative for his second attack, which 
is added to the weapon speed and the current segment.  ie. fighter with a
long sword rolls a 1 on a d10, adds 5 (weapon speed), so attacks on a 6.  He 
then rolls another d10 (rolls a 4) adds WS (5) and his second attack occurs 
on a 15.  (6 + 4 + 5 = 15)  Now if he were to make a 3rd attack (assuming he
is of appropriate level) he would roll another d10 + WS and add this to segment
and make his last attack.  

I believe this system would not create an unbalanced game, but balance the game
out.  In addition, this would encourage some players to choose smaller/quicker
weapons in hopes of being able to finish a foe off before the opponent can
get many attacks in. This would be opposed to a typical fighter, knowing 
he can only get 1 attack in before the monster attacks, choosing a major damage
weapon in hopes of killing his enemy on first the stroke.

An example would be for a fighter specialized with a short sword (weapon speed
3,I think) and another fighter specialized with a 2-handed sword (speed 10?)
are fighting a dragon, size huge (goes really slow). If one was using the 
weapon speeds provided, would it not seem possible that a fighter with a 
short sword to get 2 attacks before a fighter with a 2-handed sword got 
an attack? Or before the dragon had a chance to attack c/c/b? 

This system would work great if 2 fighters matched off.  It allows the fighter
with the quicker, easier to wield, weapon to have the possibility of attacking
the fighter with the large cumbersome weapon in a shorter period of time.
It does not guarantee that the faster weapon will strike 1st, or have 2 attacks
before the opponent has 1, but it does open up the possibility.

I would appreciate any feedback you have on this.
--
Blaine
Newsgroups: rec.games.frp.dnd
Subject: Parrying Option
From: tmont@cerc.wvu.wvnet.edu (Todd Montgomery)
Date: Sun, 24 Jan 1993 19:11:52 GMT
Organization: Concurrent Engineering Research Center
Keywords: Parry

Here is an optional parrying system that I have used for about
a year in my SpellJammer campaign. It seems to work very well.

The parrier had to make a roll to hit versus an AC. If he hit, the
attack of the attacker was parried.

The AC was figured by taking 11 minus the attackers level minus
the attackers to hit bonuses.

In other words it was just the parrying out of the Complete Fighters
Handbook but the AC to hit was different.

A friend of mine, and one of my players, helped me design this.
For monsters attacking a person who is going to parry, The level of
the attacker is the THACO of the monster subtracted from 20.

-- Todd
tmont@cerc.wvu.wvnet.edu
From: hurd@e7sa.crd.ge.com (Matt Hurd X7583)
Newsgroups: rec.games.frp.dnd
Subject: Re: Temple of Elemental Evil
Date: 25 Jan 93 21:27:12 GMT
Organization: GE Corp. Research & Development, Schenectady, NY

In article <1993Jan22.202712.1978@cc.gatech.edu> kali@cc.gatech.edu (Khaled S. Ali) writes:
>About how powerful a group is needed to attempt the module set T1-T4 "The Temple of 
>Elemental Evil".  Such as, how many characters,  what average level?  My players do 
>not have super scores, and I rarely give magic items.  So, keep this in mind when
>determining the power level of the group.
>Thanks.
>-- 
>					

We had a group of 6 5th level characters with a small amount of magic (1-4) items each and got our butts kicked!!!

It actually depends on how you play though - The module is well planned out and
can provide fun for any level.

Have Fun...

matt h.
From: rworkman@mentor.cc.purdue.edu (Ryan Workman)
Newsgroups: rec.games.frp.dnd
Subject: Damage S and M vs L
Date: 26 Jan 93 20:25:30 GMT
Organization: Purdue University Computing Center

Does anyone have a good reason why weapons do different amounts of damage
depending on the size of the creature?

For example: 2-H Sword does 1d10 vs small or medium, 3d6 vs large creatures.

Yet another incongruency...


Runfirst.
From: wgarrett@cs.cornell.edu (William F. Garrett)
Subject: Re: Multiple Attacks
Organization: Cornell Univ. CS Dept
Date: Fri, 22 Jan 1993 19:39:22 GMT

In article <1993Jan21.213725.402458@sue.cc.uregina.ca> bachelu@mercury.cs.uregina.ca (Blaine Bachelu) writes:
>
>I am looking at an initiative system for multiple attacks 3/2 2/2 5/2 such that
>the player rolls initiative and adds the weapon speed, his character attacks
>on that segment and immediately rolls initiative for his second attack, which 
>is added to the weapon speed and the current segment.
>  [example deleted]

I use a similar system in my games.  First, a word on philosophy.  Players
make an initiative roll which represents the amount of time it takes them
to react to a situation, decide upon an exact course of action, etc.
Weapon speeds represent the speed at which a given weapon can be readied
and used (or reloaded/recovered and reused).

A character with multiple attacks makes his/her first attack as normal,
ie, initiative + speed factor.  Subsequent attacks are delayed by only
the weapon/spell's speed factor; no other initiative is rolled.

    Example: Magma Giantsbane is wielding his mighty bastard
    sword +3 with two hands (speed factor 5) and gets three attacks
    this round.  He rolls a 3 for initiative.  Thus, his first
    attack occurs in segment 8, his second in segment 13, and his
    last in segment 18.  The hapless Verbeeg he's fighting rolls an
    8 for initiative, modified to 14 by his speed factor.  He
    probably won't have to worry about fighting back since Magma
    gets two strikes at him before he has a chance to retaliate.

I've used this system for the past 7 years with a great deal of
satisfaction.  I find it more realistic than the end-of-round system
described in the book and my players (and I, when I'm on the other
side of the DM's screen) find it very easy to use.

There is only one flaw to this system: a person with several attacks,
a high initiative roll, and a slow weapon.  It's possible that such a
character could have a couple attacks left after everyone else has
taken all of theirs.  This presents a problem in terms of game mechanics
(should that person lose his/her attacks for being too slow?  Everyone
else is ready to start the cycle over...) but what system is flawless?
The AD&D combat system certainly isn't.

				- The Wizard
-- 
*-----------------------------------------------------------------------*
| Bill Garrett                                       Cornell University |
| wgarrett@cs.cornell.edu                Department of Computer Science |
*-----------------------------------------------------------------------*
From: jjonsson@alexandria.lib.utah.edu
Subject: FR1 Waterdeep and the North
Organization: Marriott Library, University of Utah
Date: Thu, 28 Jan 1993 06:49:58 GMT

I hear a rumor that this sourcebook will be reprinted some time this year. 
Any confirmation or dates?

Thanks,


Jeff Jonsson
Marriott Library Data Control, University of Utah.
==============================================================================
--"Ash nazg durbatuluk, ash nazg  -- jjonsson@alexandria.lib.utah.edu
-- gimbatul, ash nazg thrakatuluk -- jjonsson@utahlib.bitnet
-- agh burzum-ishi krimpatul!"    --  "You talkin' to me?"
From: kozloce@wkuvx1.bitnet
Newsgroups: rec.games.frp.dnd
Subject: Re: Question about HP (Falling Damage)yes
Date: 21 Jan 93 17:43:07 CST
Organization: Western Kentucky University, Bowling Green, KY

In article <19775@mindlink.bc.ca>, Clayten_Hamacher@mindlink.bc.ca (Clayten Hamacher) writes:
> Falling Damage, Player's Handbook, p 104, column 1.
> 
> Falling
> 
> Player characters have a marvelous (and, to the DM, vastly amusing) tendency
> to fall off things, generally from great hights and almost always onto hard
> surfaces. While the falling is harmless, the abrupt stop at the end tends to
> cause damage.
> 
> When a character falls, he suffers 1d6 points of damage for every 10 feet
> fallen, to a maximum of 20d6 (which for game purposes can be considered
> terminal velocity).
> 
> More about how people can survive falling miles, and some die tripping over a
> root.
> 
> Looks to me like TSR meant damage to be 1d6 * (height/10') instead of the 1d6
> + 2d6 etc...
> 
> --
> 
> Clayten_Hamacher@Mindlink.bc.ca                 Land of the rising snow.



Trylooking inthe first addition Dungeoneers survival guide for
guidlines. I seem to remember they covered the subject rather
thoroughly

Newsgroups: rec.games.frp.dnd
From: peterbi@microsoft.com (Peter Biddle)
Subject: Re: Disarming
Date: 27 Jan 93 19:27:05 GMT
Organization: Microsoft Corp.
Distribution: usa

In article <1993Jan25.113317.27256@ugle.unit.no> brunborg@alkymi.unit.no wrote:
> In order to disarm an opponent, the attacker must make a successful attack vs. 
> DAC (DAC=DisarmArmorClass).
> 
> DAC = 	 baseTHAC0
> 	-19("disarm-factor")
> 	-(to-hit-bonus for strenght and specialisation)
> 	-(penalty for non-proficency)
> 	-(AC-bonus for dexterity)
> 	-(magical bonuses on defender's armor (not counting shield)
> 	-1(if defender's weapon has a basket hilt)

	(Stuff deleted)

> Any disarm attempt causes no damage, as the blow is directed against the weapon
> and not the man behind it. A disarm MUST be declared in advance, before initiative is rolled, or the attack is concidered a normal attack.

	(Stuff deleted)

You should take into account weapon speeds and whether or not the
weapon is held in one hand or two.  A fighter with a dagger should
be EXTREMELY hard to disarm, especially if the other person is using
a two handed sword.  On the flip side, a two-hander would be very 
firmly gripped and could not be "torqued" to the inside to force
a dropped weapon (as you are holding onto the sword with two hands,
one may be able to only make the fighter loose his grip with one hand.)

Two fighters face off--one is holding a dagger and the other is holding
a Glaive (obviously two handed).  Only a massive imbalance in skill
could result in either individual disarming the other.
Newsgroups: rec.games.frp.dnd
From: jwolf@nyx.cs.du.edu (The WolF)
Subject: Re: Temple of Elemental Evil
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sat, 23 Jan 93 01:07:39 GMT

T1-4 is designed as a starting point (1st level) campagin. Though, the temple
itself is a bugger. If you're looking to play higher-level characters, you may
want to skip "T1" and proceed to Nulb and beyond.

Jon WolF
From: joeg@meaddata.com (Joe Gayda)
Newsgroups: rec.games.frp.dnd
Subject: Missing Info in AD&D2 DM's Guide
Date: 21 Jan 1993 21:04:49 GMT
Organization: Mead Data Central, Dayton OH
Distribution: na
NNTP-Posting-Host: paladin.meaddata.com

The Table for Bucknard's Everfull Purse is missing in the AD&D2 DM's
Guide.  Could someone post the 1st edition table...

-- 
Joe Gayda           | The probability of       |          (513) 865-1560   
Mead Data Central   | someone watching you     |     
P.O. Box 933        | is proportional to the   |       joeg@meaddata.com
Dayton, Ohio  45401 | stupidity of your action | ...!uunet!meaddata!joeg

Newsgroups: rec.games.frp.dnd
From: jaymin@maths.tcd.ie (Jo Jaquinta)
Subject: Re: LaTeX Net.MU|PR spellbooks v5
Organization: Dept. of Maths, Trinity College, Dublin, Ireland.
Date: Thu, 21 Jan 1993 09:53:04 GMT

In article <1jl2dtINN460@bigboote.WPI.EDU> jskinner@starbird.WPI.EDU (James Bryan Skinner) writes:
>It will include the PHB and TOM spells, and whatever else I come across.
	Yes! Finally someone with the time, energy and forebearing to JUST
SAY NO to copyright laws. I've been looking for the standard spells on-line
for years. Actually gone half-way to typing them in myself. I wholy support
and encourage this effort.

>I'm planning on translating the new Net.Spellbooks into LaTeX format along
>with any other spells I can get my hands on ...
	I have 100 pages of LaTeXed spells garnered from the net and other
places over the years. It only has up to V.3 of the Net-Spellbook. (The
last LaTeX version) I have all of the headers of the standard spells
but not the Explination/Description sections. They are also 1st edition.
	I'd happily send them to you. Can you FTP? Have you already got
LaTeX macros? I've a .sty file that I use.
	
	Yours in faith,
				Jo Grant

PS: Don't let the copyright demons frighten you. TSR almost certainly
will not press charges or anything so rediculous.
_______________________________________________________________________________
Jo Grant			| Warbot: "I am the very model of a modern
jaymin@maths.tcd.ie		|		major war machine!"
Dublin, IRELAND			| Jakobot: "So what?"	[Extreme Paranoia]
From: duggan@ecs.umass.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Designing a World
Date: 22 Jan 93 15:34:28 GMT

In article <1993Jan19.213404.19342@magnus.acs.ohio-state.edu>, bbowen@magnus.acs.ohio-state.edu (Bryan M Bowen) writes:
> Greetings.
> 
> 2 major land masses
> 5 major islands
> several island groups
> Various feuding political factions
> Main religions borrow heavily from Greek, Norse, Japanese, and some non-human 
> pantheons
> Demi-humans are more scarce in most areas than in, for example, Greyhawk
> The churches have militant orders that are in almost constant conflict
> 

How much magic do you want the party to encounter? World balance should be
thought out here.

For encounter considerations, I suggest developing independant encounter
charts for each small area. I also suggest developing landscape and climate. In
addition, I would suggest considering the status of the waters. With five
major islands, depending upon their proximity, you should give a strong
consideration to the naval strength and sea encounters.

Generally I suggest working some small areas where you want the group to
stay and remain until you get a strong foothold and then branching out.
Plan your dungeons or adventure areas for localized scenarios and plan 
what would and does happen when areas are weakened or strengthened due 
to the elimination or addition of a power.

Trading is also a large consideration, who is the more powerful trader. One
large item looked over on occassion is control of mines and ore. No ore, no
weapons, weaker ore, weaker weapons, etc. 

Goverments should be thought out as much as possible. 

Well that is my infamous two cents worth. If anyone has some better ideas 
feel free to put them forth. I am a bit rusty at DMing.

----------------------------------------------------------------------------
John F. Duggan                               alias    :Genghis Khan
Engineering Computer Services,               internet : DUGGAN@ecs.umass.edu  
Univ. of Massachusetts, Amherst, MA 01003    Bitnet     : DUGGAN@umaecs
From: mrmarcel@eos.ncsu.edu (Mike Marcelais)
Subject: Re: WANTED: munchkin generator
Organization: North Carolina State University
Date: Wed, 27 Jan 1993 22:59:09 GMT

In article <1993Jan27.221238.7223@mcs.kent.edu>, adray@mcs.kent.edu (Adam Dray) writes:
|> In article <1993Jan27.004038.1903@ncsu.edu>, dcgonyie@eos.ncsu.edu (Lord Stingray) writes:
|> > 
|> > 	I was wondering if anyone has come up with a 2nd Ed. munchkin
|> > generator yet.
|> 
|> Sure.
|> 

#include <stdio.h>
#define MUNCH 25

void main(void)
{
   int i;
   for(i=0;i<6;i++)
     printf("%d ",MUNCH);
   printf("\n\nItems:\n   Wand of Unlimited Wishes (infinite charges)\n");
}


+-------------------------------------+------------------------------+
|  Mike Marcelais                     | mrmarcel@eos.ncsu.edu        |
|  356 Tucker, Box 04783, NCSU        | Fourth Bryan Productions     |
|  Raleigh, NC  27607                 | #include <disclaim.h>        |
+-------------------------------------+------------------------------+
| if the above address bounces, then try the address below:          |
| mrmarcel%eos.ncsu.edu@ncsuvx.ncsu.edu                              |
+--------------------------------------------------------------------+