HDTenEightyP/NetNews huggingface dataset:
From: dagolden@phoenix.Princeton.EDU (David Alexandre Golden)
Subject: Re: Funny spells
Originator: news@nimaster
Keywords: Weird Stupid Funny Insane Spells regarding plants
Organization: Princeton University
Date: Wed, 30 Dec 1992 17:22:06 GMT

In article <C028qA.64M@acsu.buffalo.edu> richmond@acsu.buffalo.edu (James J. Richmond) writes:

>I was trying (well, not _really_ trying) to convince our GM that just like
>Locate Animals or Plants which is in both the Plant and Animal spheres,
>Invisibility To Animals had a counterpart spell Invisibility to Plants, and
>likewise for Animal Friendship.
>
>Somehow it didn't work..
>
>I don't know why our GM wouldn't believe me that it would be such a usefull
>spell that it must exist ;) (Hi Eric)

There's a lot that doesn't make sense or wasn't thought out completely. How
about this:

Charm person (or mammal) is in the ANIMAL sphere, and not the charm sphere.
(Not even cross-listed)

Also, note that druids do not access the summoning sphere.  As a result,
they cannot "Call Woodland Beings" (A summoning only spell) even though
the spell description names the bonuses that druids get if they cast this
spell.

Pray to whatever you hold sacred for a reasonable DM



-- 
David A. Golden '95           (dagolden@phoenix.princeton.edu)
Princeton University
Newsgroups: rec.games.frp.dnd
From: tgt33358@uxa.cso.uiuc.edu (Thanatos)
Subject: Re: Funny spells
Organization: University of Illinois at Urbana
Date: Wed, 30 Dec 1992 18:10:54 GMT

In article <1992Dec30.142421.29090@cs.cornell.edu> wgarrett@cs.cornell.edu (William F. Garrett) writes:
>I have a long list of spells that were "created" by crossing the names
>of common spells in the PHB.  Example:  Bigby's Shocking Suggestion

Post em!

>
>Silly Magic items, anyone??   Heh, heh, heh...
>
Well, SnarfQuest gave us the Wand of Light, a cylindrical object with a cone at
one end, and a sliding bar on the side.  When the bar was slid, a beam of light
would shoot out, and illuminate an area.  It also gave us the wand of magic 
missiles, a strange hunk of metal with a handle, a narrow cylinder, and a 
strange curved piece of metal, identified as the "trigger."

Snarf talking to mage
[Holds up WoL] Snarf:  So does this thing have charges?
Mage:  Yes.  It only has one, but its good for three hundred hours.  Come back
in, and I'll install some more when it runs low.
Snarf [Brandishes WoMM]:  What about this?  
Mage [Ducking]:  Only six!  But here are some more charges.  You fill them 
yourself!

-- 
I don't mind being the smartest	    / Thanatos, DeathUrge, Master of Unknown
man in the world...I just wish it   \ Time and Space tgt33358@uxa.cso.uiuc.edu 
wasn't this one...	       	    / It's a Zen thing... 
	-Ozymandias 		    \	 you wouldn't understand...
From: pueschgj@cnsvax.uwec.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Preists and Spellcasting
Date: 21 Dec 92 16:36:15 GMT
Organization: University of Wisconsin Eau Claire


     That is similiar to what I do when I GM. I let the Players who are priests
take any spell they want.
     The way I explain it is, that the character just prays to his god to help
him, and the god gives the spell that would most likely to help the character.
     Another thing you could do is give a real game time limit in finding the
spell, dont let him/her take five min to find the spell, give them 30 secs.

.....Gordy"Locks"
     (F.I.A.M.)
Newsgroups: rec.games.frp.dnd
From: chad@ithil.enet.dec.com (Chad Leigh)
Subject: 1st ed ADnD PBeM extended adventure starting
Reply-To: chad@ithil.enet.dec.com
Organization: Digital Equipment Corporation, Munich Germany
Date: Tue, 29 Dec 1992 14:58:52 GMT


--

Hi

I am going to start a PBeM extended adventure  (ie, not a full
campaign, but more than a simple adventure). AD&D 1E. I would like
to have 6-7 players.  Characters will be 7-10 level.  I will
assign levels.  You can otherwise roll your character.  I will
outfit your character with any NON-normal stuff, ie, you outfit
your characters with normal equipment and stuff but I will assign any
special/magic items.  The first 6-7 people to respond with minimum
rolled-up characters (no level) etc. are in.  Any official AD&D
character class except oriental, as well as any NPC class that 
you want to propose AND that I will agree to AND that has been published
in Dragon(tm) AND I have that issue (I have a lot since the 30s, and
all since 8x [except 115]).  This includes UA book.  Only official races.
Alignment on the good (neutral) side of things.  So if you want in
then mail.  If you propose an NPC class also have a second choice
normal class in case I don't like your proposal.  use the 4d6-1d6
method and you can arrange your scores to fitthe class you want (no
cheating :-)!

One more thing.  I will be out of the office until Jan 7, so don't expect
a response until then.  You don't have to really develop a character until
after your in, just the class, race, and basic stats you want.

thanks
Chad
chad@ithil.enet.dec.com

-------------------------------------------------------
Chad Leigh                         | I don't speak
Digital Equipment GmbH             | for DEC and they
Munich, Germany			   | don't speak
Originally from Pepperell, MA, USA | for me
-------------------------------------------------------
Newsgroups: rec.games.frp.dnd
From: jona@whservd.att.com (Jon M. Allingham)
Subject: Re: AD&D2 Rogue's Gallery
Organization: AT&T Bell Laboratories
Date: Thu, 31 Dec 1992 12:50:38 GMT


It's ok. I found that the proof-reading was pretty bad; a lot of
typos. Some of the background stories didn't hang together well
either. It also annoyed me that the order of stats on the characters
varied (Wisdom/Intelligence & Dex/Con were in different orders) even
within the same class type so I don't know what the reasoning for it
was. Probably just another stupid typo. The biggest complaint I had
was with it was the stats. They often didn't seem to make sense to me;
in particular a large number of the characters tended to have a high
charasma (15) but were physically unattractive and the explanation
seldom suggested any reason why they might be charismatic. The few low
charisma cases (5-7) did not appear either physically or
description-wise to be particularly low either.

I found similar sorts of things with other stats. Since most of the
characters have much higher stats than I would expect from any of the
basic dice rolling methods I expected they would have tailored the
stats a little better.

The following is more of a complaint against the TSR alignment scheme,
but I found they had a lot of characters with an EVIL alignment that
really didn't appear particularly evil. Perhaps not GOOD but certainly
not *EVIL*. It seems that anyone who isn't a goody-goody is
automatically evil, e.g. thieves were pretty much automatically evil,
even if the description suggested they were Robin-Hood like. I guess
I've just never felt happy with the descriptions or constraints on the
alignments.

Now, after all that criticism, let me say that I don't really regret
the purchase; I did get quite a few ideas from the descriptions and it
is often handy to have a collection of characters to call upon. They
can easily be tweaked to fit whatever your story line is.

I'm not familiar with the original rogue's gallery so I can't comment
on whether it is just a rehash. As someone else pointed out, the
characters all appeared in the 1992 trading cards.


--
Jon M. Allingham	(201)386-3637	AT&T Bell Laboratories (Whippany,NJ)
gummo!jona OR jona@gummo.att.com	WH 1F-224

"To those of us with real understanding, dancing is the only pure art form" - Snoopy 

Newsgroups: rec.games.frp.dnd
From: svoboda@rtsg.mot.com (David Svoboda)
Subject: Re: Ideas for gaming
Organization: Motorola Inc., Cellular Infrastructure Group
Date: Tue, 22 Dec 1992 20:19:41 GMT

In article <1992Dec17.050221.12694@eng.umd.edu> gerry@eng.umd.edu (Gerald Emil Shukert) writes:
|
|Does anyone have any good answers for coming up with fun and
|challenging adventures for DND?  I know alot were talking about high
|level DMing, but I am more interested in lower level games.

Okay, well, the idea that I have been experimenting with for the past
year or so is a world in which there is happening your basic war,
betwixt the elves to the north, and the dwarves to the south.  The
human lands are in between.  The elves are the invaders ("bad guys"),
having broken a generations-old treaty with the dwarves.  The human
lands have been predominately decimated, and pretty much the entire
social structure (even thieve's guilds, and such) are in ruin.

The party is basically two fighters, a cleric, and a thief, plus a
few inconvenient NPCs.  The strange thing about the party however, is
that the cleric is the only one.  No more.  One cleric in the *entire*
*world*.  (Can you say "messiah"?  I knew you could.)  And he's first 
level.   (Well, was first level.  In a year of play he's at fifth or
sixth, now.)

The fact that a war is happening and social organization is gone 
allows the cleric some freedom from instant recognition anywhere he
goes, but when he is recognized it is sometimes at the MOST 
inopportune moments.  And the scoffers and doubters always seem to
appear as soon as you're out of spells for the day.  And of course,
much use is made of the spirit of "Life of Brian".  :-)

		Dave Svoboda, Palatine, IL
From: wsbusr1@rwb.urc.tue.nl (Boudewijn Wayers)
Newsgroups: rec.games.frp.dnd
Subject: Re: FAQ ALERT: Character Generators?
Date: 21 Dec 92 13:29:07 GMT
Reply-To: wsbusr1@urc.tue.nl

jjas@acs.nntp-read.bu.edu (Jason Stephenson) writes:

>The best program I ever saw for generating characters was written in
>(gasp) BASIC.  (Yes, BASIC.)  It never got a name, but would generate
>character stat for various ADnD classes of any level up to tenth
>including hit points, experience, etc.  The program was written by one
>of my buddies in Junior High School, must have been eight years ago.
>I could try to find a copy of that, but you probably wouldn't want it.

Whadduyumean, you wouldn't want it? Post! Post!
-- 
Boudewijn Wayers, wsbusr1@urc.tue.nl.
Keeper of the Great Net Spellbook and Prayerbook.
Newsgroups: rec.games.frp.dnd
From: bob@msc.edu (Robert Hanson)
Subject: NWP net.book
Organization: Minnesota Supercomputer Center, Minneapolis, MN
Date: Wed, 23 Dec 1992 10:26:31 GMT

Just a reminder that Tom Parker and I are compiling a Non-weapon proficiency
net book.  We would like to include brand new NWP that each of you may have
created so please e-mail me copies of your NWP creations.  As a matter of fact,
if you even have an idea for a good NWP but have not layed it out in game
mechanics terms, send me your idea anyway.  Or, since I am collecting NWP at
least through January, now is the time for you to put your idea into game
mechanics terms and then send me a copy.  All entries will include the name of
the submitter so you will get credit for your idea if that is a concern.

In case you missed the original post, the NWP net book will include a
combination of player created NWP with an index to all-ready-existing TSR NWP.

Thanks and please reply.

-Bob-
From: tfpayn01@ulkyvx.louisville.edu
Subject: Re: The Continuing Psi-Saga
Date: Mon, 21 Dec 1992 13:21:36 GMT
Organization: University of Louisville

In article <YfAcFSi00VoxJoxOxf@andrew.cmu.edu>, "Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:
> 
> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>> In article <1gr21hINNgqd@master.cs.rose-hulman.edu> operbwt@nextwork.rose-hulm\
	[....]
> 
>> 
>>         You leave out an important word. CAN. Psis CAN gain such powers.
>> they are not GUARANTEED to get them, any more than a mage is GUARANTEED to
>> get Power Word Kill at 9th level.
> I thought psis could pick their powers.  Is this incorrect?  If it is
> right that a psi is guaranteed to get whatever powers he wants.  
> 
> 	joe

	I've spent most of my spare time in Julian May's books, and others
(Catspaw, etc.) which deal mostly with innate psionicism.  Most learn new
abilities in these novels through situational development (panic, fear, etc.)
or through studying/working with this abilities.  Remember, your players/PC
isn't doing something ALL day long.  He'll do some walking, or sitting back
after dinner with a pipe, and will have time to reflect, ponder, or study his
abilities and work on new and improved ways of doing things....

	Also, the psionicist will have some abilities that will be innate,
though dormant, as that portion of the mind has not been exposed to activity,
or may be latent, coming out in extreme cases or though a combination of
several factors.

	Just some ideas that can be worked out with your DM/yourself.
-- 

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>
From: tmiller@prism.gatech.EDU (Thomas Miller)
Newsgroups: rec.games.frp.dnd
Subject: AD&D2 Rogue's Gallery
Date: 30 Dec 92 20:05:27 GMT
Organization: Georgia Institute of Technology



  Has anyone bought this thing yet?  Is it worthwhile, or just a
rehash of the original Rogue's Gallery?

  Thanks,




  Thomas
From: rogue@ucrengr.ucr.edu (ed zeamba)
Newsgroups: rec.games.frp.dnd
Subject: Changes to 'schools of magic'
Date: 3 Jan 93 07:58:12 GMT
Organization: University of California, Riverside

Keywords: 

I am currently re-doing the schools myself (changing as little as possible)
and whould like input from people who really understand them.
 
One idea in the wizards HB is the creation of other schools of magic.
One idea I am toying with is a new school called "Translocation"
(dont ask me what the specialist would be called...Help me here! :)
 
I beleive that the school of Alteration should only deal with the
Physical changing of tangable things.  For the most part it does,
except for spells such as Jump, Fly, Levitate, Teleportation, etc.
 
In these spells, no physical change is indicated!  Just movement.
(dont read extra details into spells such as "you become lighter than
air and levitate"  it doesn't say that...)  I want a more coherent
system.  And god know, there must be more people like me out there
who have a better grasp of the AD&D school system, than do most
TSR designers...sheesh I've talked to them!  :)
 
lets put something togeather useful for useing the printed rules,
and not design a whole new school system.

-- 
     /                                                                \
@###I===============> "Know me as GORD of GREYHAWK..." <===============I###@ 
     \		                                                      /
rogue@ucrengr.ucr.edu		UC Riverside -- home of the Guildsman
From: marks@sci.kun.nl (Mark Stoutjesdijk)
Newsgroups: rec.games.frp.dnd
Subject: Funny spells
Summary: OK you inventive M-U's -who thought of the weirdest spell ever?
Keywords: Weird Stupid Funny Insane Spells
Date: 29 Dec 92 23:48:56 GMT
Organization: University of Nijmegen, The Netherlands
X-Newsreader: NN version 6.4.19

Hi everybody!

I was wondering... Wouldn't it be nice to make some sort of netbook
of funny spells? Dragon (tm) once had some in an article; spells
like Transmute Rock to Stone...

If you've got a silly one, please send it in!

GREED$,

	Mark
Newsgroups: rec.games.frp.dnd
From: larsen@unislc.uucp (Steve Larsen)
Subject: Re: Class' power (was Re: how to imprison a psionicist)
X-Newsreader: TIN [version 1.1 PL6]
Organization: Unisys Corporation SLC
Date: Tue, 29 Dec 1992 21:18:30 GMT


In article <cfAbxWG00Vox9oxNRs@andrew.cmu.edu>, "Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:

:  Sorry, the psionicist just rocks.  I think someone summed it up well
:  when they said that there group only had 2 or 3 people, and needed
:  someone else.  This person had to fight, be able to sneak around like
:  a thief, heal people, and be good outside of combat.  I don't see any
:  single class option other than psionicist that comes close...
:  	
:  	joe


  While psionicists are great, they do have one major drawback (at least how
I have always played).  Whenever encountered by another psionists (most
importantly, a MORE powerful one), they will immediately be attacked because
of thier psionic awareness.  I can't remember if this came out of the DM's
Guide, or if it is my own rule, but I think it came out of DM's.  Anyway,
I like this rule.

Steve

Newsgroups: rec.games.frp.dnd
From: tfpayn01@ulkyvx.louisville.edu
Subject: Re: how to imprison a psionicist ?
Date: Mon, 21 Dec 1992 13:08:21 GMT
Organization: University of Louisville

In article <BzHCy6.14L.2@cs.cmu.edu>, ddj+@cs.cmu.edu (Doug DeJulio) writes:
> In article <1992Dec17.113925.1@ulkyvx.louisville.edu> tfpayn01@ulkyvx.louisville.edu writes:
>>	Com'n people, read the rules!  Why are Psionicists wearing so little
>>armour in the first place? METAL disrupts psionics, just like mages, moreso if
>>it's around the head.
>>
>>	PAGE 16, CPH, 2nd Paragraph, 2nd Sentence.
>>
>>	"But if the psionicist is wearing a normal (READ THIS) helmet of any
>>	sort, he cannot use his powers."
>>
>>
>>	SO, simply put a helmet, ANY helmet, on your psi-head and VOILA! one
>>mute psionicist.
> 
> One correction here.  The helmet does NOT have to be metal.  Leather
> armor includes a leather helmet, padded armor includes a padded
> helmet, and hide armor includes a hide helmet.  Of any sort -> not
> just the metal ones.
> 
> On the other hand, if it's a magical helmet that bestows mental powers
> (eg. a helm of telepathy), then the psionicist *can* wear it, with no
> affect on psionics.  This is stated elsewhere in the rules in the
> CPsiHB (I can get a reference when I get home later tonight).
> 
> Note that I'm not saying that's the way YOU have to play it in YOUR
> campaign, I'm just saying that's what the rules as printed have to say
> about it.
> -- 
> Doug DeJulio

	Thanks, Doug, this had been my arguement all along!  We just argue for
what the rules DO say, and not what you HAVE to do....It's a given that the
DM'll change things...BUT, if you ask for interpretation of rules stated, then
expect a literal interpretation.

-- 

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>

Newsgroups: rec.games.frp.dnd
From: 6anthony_m@spcvxb.spc.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Instant Kill
Date: 22 Dec 92 08:16:29 GMT
Organization: St. Peter's College, US

In article <BzHqB1.C0M@news.cso.uiuc.edu>, rsm58307@uxa.cso.uiuc.edu (Ron) writes:
> Has anyone ever tried playing with an instant kill backstab for thief
> characters?  I'm suggesting either an automatic or near automatic (ie
> high percentage) chance of instantly killing someone if you sneak up
> succesfully and they are not wearing heavy armor (or spell protections).
> 
> Just thought it would be a neat idea, and hell, theives could use the
> power.
> 
> 	- Ron


Umm.. Ever hear of the Assasin class?

The Fiend  
Newsgroups: rec.games.frp.dnd
From: jhereg@iastate.edu (Baron Alexandreivich Von Goepel-heimer)
Subject: Looking for "Scout" class
Organization: Iowa State University, Ames, IA
Date: Sat, 2 Jan 1993 18:38:18 GMT

Howdy everyone.  Some time ago someone mentioned to me that a "scout" class had
appeared in Dragon Magazine.  I nearly forgot about it and suddenly I find that
I want to use it in a campaign.  Could someone out there in net-land post the
article, or at least tell me what issue it's in?  I don't have any back issues
of Dragon, so I can't go thumbing through them; but I can get a specific issue.
	
				Much appreciated,
				Alex
					jhereg@iastate.edu
						Up the Universe
(no damn sig)

Newsgroups: rec.games.frp.dnd
From: akostur@fraser.sfu.ca (Andre John Kostur)
Subject: Re: Class' power (was Re: how to imprison a psionicist)
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Tue, 22 Dec 1992 02:02:36 GMT

In article <C91PETNO.92Dec21194958@kol11.IDA.LiU.SE> c91petno@IDA.LiU.SE (t2) writes:
>
>something like 8 powers (including the dreaded Disintegrate) and 180+
>PSPs at level 1. And he was a psi/mage/water cleric (I use Heightened
>Psionic Talent as an advantage, and you have to take some hefty
>disadvantages to afford it. For this guy it was worth it.). The guy

What's this Heightened Psionic Talent thing?  I don't remember that being
in AD&D!

>rolled "roll three" and followed up with a good roll, a science
>(disintegrate, I think), and a "choose devotion". He picked one he
>thought looked nice, and it was indeed a good one. Between the
>prerequisites and the HPT rule he started with 250+ PSPs and had a lot
>of prerequisites covered. 

Two points:
  1) Again, where did this HPT rule come from?
  2) Because of the ghastly amount of PSPs that a wild talent could get
     at 1st level, I only calculate them based upon the abilities he rolls
     and not the prerequisites.  A Wild Talent should not be able to easily
     kick butt on a true psionicist (psionically speaking of course, this
     gladiator could probably smear my psion all over the walls if it came
     down to a fight....)

>Then I rolled up his familiar. Would you believe a pseudodragon with
>multiple psi-powers. Some people definitely have Control Dice as an
>innate power :-)

Definitly useful.  But do note that a familiar is not a blind follower of
orders.....


      ^ 
     ' ` 
  **'   `**         Andre Kostur
 ***  _  ***
  *''***``*         akostur@sfu.ca 
   `     ' 
Newsgroups: rec.games.frp.dnd
From: vjg@cbnews.cb.att.com (vincent.j.guinto)
Subject: Seeking Opinions on a Couple Modules
Organization: AT&T
Date: Tue, 22 Dec 1992 15:42:09 GMT

My local game-supply store carries used items for half price.
Being a cheap guy, I check the used stuff regularly.

I found two module books there yesterday, and would like to
hear opinions on whether they're worth purchasing:

- D&D (basic) -  "the best of the B series" - a bunch
    of interrelated modules based in the "popular" Duchy
    of K-something.

- Curse of the Azure Bonds (AD&D)

I don't intend to run any modules verbatim, but I like to read
the published modules for ideas and individual pieces I can clip
out and place into my own world. I have the Adventure Pack I, in
which I found several usable ideas (the House of Long Knives may
appear in a world of mine someday). I don't particularly want
dungeon-crawl ideas; my interests lie more toward political
intrigue and conspiracies.

Please post/mail your opinions on the books.

----------------------------------------------------------------
Vince Guinto -- att!cblph!vjg  or  vjg@cblph.att.com
Opinions are mine, not AT&T's

"Democracy is buying a big house you can't afford with money
you don't have to impress people you wish were dead." -J. Carson
Newsgroups: rec.games.frp.dnd