HDTenEightyP/NetNews huggingface dataset:
From: kroth@david.wheaton.edu (Ken Roth)
Subject: Re: The TSR Trap
Organization: Wheaton College, IL
Distribution: na
Date: Mon, 12 Oct 1992 04:19:05 GMT

In article <1992Oct11.135911.14710@pasteur.Berkeley.EDU> c188-cr@po.berkeley.edu (Chua Hak Lien) writes:
>In article <1992Oct11.080116.8813@leland.Stanford.EDU> loren@leland.Stanford.EDU (Elina Aulikki Compton) writes:
>>TSR should constantly acknowledge Tolkien ( as well as all fantasy 
>>authors ) for his works of the Hobbit and the Lord of the Rings, as
>>well as others such as the Simarilion.   Without the role-playing
>>public, TSR would be nothing.  
>(Your last sentence didn't seem to have much bearing with your
>previous ones. )
>Fantasy didn't start and end with Tolkien. His books owe much
>to British folklore, but you don't see him saying so, do you? I think
>hobbits are derivatives of characters found in Irish folklore...

OK, I have to respond (in a bit of anger) to this completely ignorant
statement.  what can you POSSIBLY mean Tolkien didn't say so???  Just because
YOU haven't read a lot of Tolkien's other books, don't drag your ignorance
before us.  Tolkien wrote SEVERAL books where he discusses the derivation of
everything he used, from the idea of elves and orcs to the languages he
'created'.  But, you see, these are more scholarly books, even harder to read
than his fiction.  One book is 'The Monsters and Their Critics and other
Essays'.  This is a collection of essays about many things, including the use
of fantasy.  It is HARD to find (Out of print...).  Anyway, think before you
post.


Ken

-- 
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
kroth@wheaton.uucp | uunet!tellab5!wheaton!kroth || They call me Gryfalia   
"We believe, we believe, 'cause we felt it burning in our hearts"--77's
"He is no fool who loses what he cannot keep, to gain what he cannot lose."
Newsgroups: rec.games.frp.dnd
From: tao@fine.princeton.edu (Terry Tao)
Subject: Re: Spell Points in DND
Organization: Princeton University
Date: Sun, 11 Oct 1992 21:23:11 GMT

A spell point system is a good idea.  But: notice that the wizard can cast
any spell he likes.  This is a bit poor, because the element of choice in
learning each day is gone.  The system though is basically good, though a
tenth level wizard shoots off a bit TOO many magic missiles.

a few suggested modifiers:

keep the option of LEARNING the spells.  A spell that is cast but unlearnt
has double the cost.  Also, you can't cast a spell you have never seen
before.  The number of spells you can learn is as per the old spell table,
but once a spell is learnt it can be cast over and over again.

You can choose to UNLEARN a spell by casting it; this opens some space in
your mind to learn other spells.

Also: if you pour more power into a spell, it should get more powerful.
This supplants the "x d6 per level" or whatever: instead of making the
spell power dependent on the level, you make it dependent on the power put
in: a fourth level spell at base power (16) will be cast as if it is cast
at the same level as its minimum level required to cast it (ninth), but if
25 points are put into it, then the level becomes 11th. (I *think* I have
those leves correct).  Thus, for a magic missile to be really powerful, it
has to have 25+ points poured into it.

what is your magic point replensihment rate?

Terry

Newsgroups: rec.games.frp.dnd
From: loren@leland.Stanford.EDU (Elina Aulikki Compton)
Subject: The TSR Trap
Organization: DSG, Stanford University, CA 94305, USA
Distribution: na
Date: Sun, 11 Oct 92 08:01:16 GMT


How many think that TSR has gone too far with its products?
Do we lose creativity when we use these products?
Does TSR really stand for Tolkien's Stealing Review?
Why do they call Hobbits, Halflings?
Is the Dragon Magazine unbiased?
Why do we all flip to the Dragonmirth page at first?
Is Sage's Advice really needed?  Are the rules too Screwy?
What is up with all of those Dragonlance Authors?  Didn't Weis & Hickman
create the series?!
What is the deal with Dungeon Magazine?  Do we all really need such 
help?  Where did our imagination, creativity, impulsiveness go?
Is DarkSun a created TSR fad?  Do we all want more power?
What is happening with Gygax?  Didn't he help create the original rules?

TSR should constantly acknowledge Tolkien ( as well as all fantasy 
authors ) for his works of the Hobbit and the Lord of the Rings, as
well as others such as the Simarilion.   Without the role-playing
public, TSR would be nothing.  

Don't you think that WE should have more input into fantasy role-
playing.  All this takes is your own imagination.  If you have 
fallen into the TSR Trap and buy the products so they can do the
thinking for you, just sit down and read Tolkien.  I'm sure many
new plots, monsters, spell, etc. will come to mind.  As a matter of
fact, do what I have done six times now: Invent your own RPG to
satify your needs.  Play-test it with friends and get their input!
It will be your own project that would have taken just a little 
longer than a 3-month campaign.  

I know that I have sparked a contraversy, but I seriously feel 
that this has gone on too long now.  TSR needs to realize its
founders as well as the public!  It is not a coincidence that
other RPG's have sprung out over the past ten years and have
gained a huge amount of publicity!  I'm still an old 1st Eddition
fan of AD&D, and did not put them down then because they were
more or less balanced.  But now, I think it is time that they
come forward and show a path from the present back through time
into the ET era, to the Gygax era, to the 60's, to the Tolkien
era where all of this came from.  

If you are a newcomer to RPG's, read Tolkien or Weis&Hickman.
If you do not want limits, invent your own RPG.
If you want simplicity, invent your own RPG.
If you are sick of AC, HP's, and only six abilities, invent your own RPG.
If you hate long-die rolling combats, invent your own RPG.
If you invent your own rules, you might find a better game.

			Scott @ Stanford
From: fannicm@wkuvx1.bitnet
Newsgroups: rec.games.frp.dnd
Subject: Re: Dancing Sword and THAC0, part II
Date: 12 Oct 92 07:18:35 CDT
Organization: Western Kentucky University, Bowling Green, KY

In article <1992Oct9.165710.26295@samba.oit.unc.edu>, cptully@med.unc.edu (Christopher P. Tully,Pathology,62699) writes:
> In article 2894@wkuvx1.bitnet, fannicm@wkuvx1.bitnet () writes:
> {edited see previous posts}
> 
>>	That is a very logical way of looking at it, but if you subscribe to
>>that logic, I submit that you should alter one other rule as well.  If you
>>teach the swords how to fight, it seems to gain in power as it learns more
>>about you (logical progression), but when you let it go, it begins to loose
>>what it has learned.  So, all that means is that the progression of plusses
>>should be changed to +1 through +4, then +4 through +1, and when I reaches
>>+1 it has 'forgotten' everything and you need to re-teach it...After all,
>>how long a memory can a hunk of metal have???
>  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> 
> depends on how long you wait before heating it up too much.  Some
> metals (known as memory metals) can be bent all out of shape, but
> return to their original shape when heated.  These are used for such
> nifty things as hydraulic fittings in planes (esp. military planes); in
> this application, they are machined to slightly smaller than service
> diameter and then stretched.  When these fittings are put in place,
> they are heated to shrink them down to fit the pipes.  Then during
> flight, the stresses in the system cause two competing processes.  1)
> the fittings stretch.  2) the hydraulic oils heat up, which causes the
> fittings to shrink back down!  The only way to get one of these
> fittings off is to cut it.
> 
> 
> ---
> *********************************************************************
> Chris(topher) P. Tully				<cptully@med.unc.edu>
> Univ. of North Carolina - Chapel Hill		1122 Vic Charles Dr.
> Department of Pathology				Raleigh, NC 27606
> CB# 7525			work: (919) 966-2699
> Chapel Hill, NC 27599		hone: (919) 851-8816
> *********************************************************************
> I get paid for my opinions, but that doesn't mean that UNC or anybody
>                      else agrees with them.
> 
-- 
Here and now, yes we have mem metals, but why should a non-munchkin AD&D
campaign have them.  

Besides, you are speaking of memory of shape, I am speaking of Memory of
actions.
-----
Master Hawk                      "Don't let the Dreamweaver strike..."
666 Hellfire Lane
*** Without other visions of what should be, there is no progress.
*** The only true sin is not standing up for what you believe.
*** Lead...follow...or get out of my way.
From: mcrobe@david.wheaton.edu (Bryan McRoberts)
Newsgroups: rec.games.frp.dnd
Subject: Find Traps, Liches, and Windows
Date: 15 Oct 92 01:19:22 GMT
Organization: Wheaton College, IL

Greetings fellow adventurers.  (some sort of salutation seemed obligatory).

Our groups have often disagreed about the exact power of the spell
Find Traps- it seems to be the stop-the-DM-from-pulling-that-nasty-
trick spell.  It counters everything- or so it seems.  I've made
some very unpopular decisions (not it can't show a pit covered with
an illusionary floor! What, it can? No, that can't be!!!!!).  Just
what is 'unexpected'?  I'm interested in what other groups have ruled.

I personally like Liches- they can be quite nasty, especially against
parties that don't work well together.  Characters that like to
'go it alone', will die against a Lich (if it's played to its full 
potential).  One campaign that I had was rampant with characters
going against each other (well, with a little help from enemy
suggestions and charms and that sort of schtick, though they enjoyed
squabbling without my help).  The only time they ever fough truly
effectively was against (sob) my favorite pet Natsario.  I know 
as a DM I shoudln't get emotionally attached to my PC nemeses, but
I liked him.  I even bought a miniature with him in mind, it was a 
great labyrynth.  It took them 4 gaming sessions, but they beat him.
They prepared themselves well.  He even had a Holy Avenger (believe
me, the party still paid a high price!).  He had incredible plans,
foiled by those lousy kids (ahem, Scooby).

	I'm a computer programmer, and I write a lot of stuff for
running under Windows environments.  I'm really interested in writing
a windows application that would be a character generator- I'm looking
for ideas on what people think it 'must' have, and what they'd 'like
to see in a character generator'.  Perhaps it could be more than just
a generator.  Who knows?  Anybody at TSR interested when I finish?
Thanks in advance for yer ideas guys (and girls, don't mean to be 
slanted in any way... egads, I can't be turing PC, can I?). after all
those NPC's??????

I'm outta here- gotta watch those STIMULATING DEBATES!!!!!!
BUSH all the way!
-Bryan (MERTON the MONK To YOU, FELLA!)
Newsgroups: rec.games.frp.dnd
From: tao@fine.princeton.edu (Terry Tao)
Subject: Re: Priests & Thieves (was Re: house-rules)
Organization: Princeton University
Distribution: usa
Date: Sun, 11 Oct 1992 00:29:45 GMT

Speaking about changing the combat abilities of classes, has anyone got any
ideas about the absolutely non-adventuring priest? people who are very
religious and so forth, but don't ever get to see a mace and klunk people
with it.  Monks, abbots, deacons, etc.  They tend to be the more holy, in
MHO, and they become saints, etc, whereas the normal armored spell-toting
priest doesn't do this.  Also, the real priests give sermons and talk to
the common people, whereas I expect adventuring priests don't do this very
much (might be an interesting role-playing opportunity to force the priests
to have a little "meet-the-people" sermon every month or so).  Do these
peaceful priests deserve spells other than the really religous ones (bless,
detect evil, that sort of thing)? they obviously wouldn't be first choice
for PCs to play, even devoted role-players, because there's no adventuring
skill at all.  However, when PCs storm an enemy church I doubt all the
acolytes there are the armored variety.  What say ye all?

Terry

Newsgroups: rec.games.frp.dnd
From: thealien@unlv.edu (Sean McCarthy)
Subject: Re: house-rules
Organization: UNLV
Distribution: usa
Date: Mon, 12 Oct 92 22:21:07 GMT


>I don't see this as much of a problem.  Again, compare a 19 strength
>to any other 19 attribute; it doesn't seem out of line to me.

	Ahem. You seem to have hit upon a touchy subject.
Compare a 19 strength with a 19 dex....
In AD&D1 a 19 STR gives HUGE bonuses over 18,and an improvement over 18/00
What advantage does a 19 dex give over an 18? None.(Ex:Thief bonuses)
What advantage does a 20 dex give over an 18? None.(Ex:Thief bonuses)

	The essential root of the problem is the STR was designed with
the % idea.  It doesn't improve as quickly as dex at first, but it
keeps improving!  Also, what PC race can start with a 19 str?(AD&D1
only, please)
____________________________________________________________________________
Sean McCarthy IS             {  }"I'm told it's my duty to fight against
thealien@cs.unlv.edu          }{   the Law, that there's freedom in my blade
thealien@redrock.nevada.edu  {  }  and that wizardry's my trade.."
"Chaotic is NOT Evil!"- Me    }{    -Black Blade by Blue Oyster Cult
Newsgroups: rec.games.frp.dnd
From: st1lv@rosie.uh.edu (McLeod, Stephen)
Subject: Re: Critical Hits
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Thu, 8 Oct 1992 23:10:00 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 personal system:

 An extra dice of damage (All modifiers only count once) if a twenty is rolled
 and then *backed* up with a successful hit roll (not thing special for a 
 second twenty.)
 Why?   Well, the monsters get a lot more attacks on players than vice versa and
 requiring a backed up roll means that the horde of one hit dice creatures won't
 make mince meat out of the players while high level opponents and players get
 the extra damage.
 Why only the dice?  Because in DND, which I play, high level fighters have the
 option of taking -5 to hit and 'smashing' (putting all their strength into 
 one big blow).  In this case they add their *strength* as a damage modifier.
 Typical smash: 18 (strength) + 3 (strength damage bonus) + 2 (weapon/spells).
 Using a two handed sword, a high level fighter can do up to 33 points (43 on
 a double damage).

 Deflects: Some weapons in the DND system are allowed deflects.  I found it 
 lengthened the game to much to allow "full" deflects so I have modified them
 to only deflect 5,8,11, or 14 points of damage (depending on the skill of the
 person deflecting Skilled, Expert, Master, or Grand Master).

---
Stephen McLeod

Newsgroups: rec.games.frp.dnd
From: brunborg@solan.unit.no (]dne Brunborg)
Subject: Re: Detect Evil
Keywords: paladin evil detect spell
Organization: Norwegian Institute of Technology
Date: Mon, 12 Oct 92 10:28:47 GMT

In article <rupe.718642962@navy32>, rupe@rtsg.mot.com (Bernard Rupe) writes:
 > My players and I have had some problems with the new interpretation of
 > detect evil (both the spell and the paladin ability).  An otherwise evil
 > creature will not show up as evil unless there is evil intent (does this
 > mean towards the character?).  Inherently evil creatures, such as evil
 > undead, will always show up as evil.  I am interested in learning how
 > other gaming groups deal with this spell/ability.
 > 
 > Thanks in advance,
 > 
 > Bernie
 > 
 > -- 
 > Bernie Rupe 		                      1501 W. Shure Drive  Room 1315
 > Motorola, Inc.                                Arlington Heights, IL 60004
 > Cellular Infrastructure Group		      +1 708 632 2814
 > 					      rupe@rtsg.mot.com 

The spell detects evil creatures and perhaps extreme characters, while the paladin
ability detects those characters and creatures intending on harming the paladin.
That's how I rule it.

So long!

		Aadne Brunborg
		Norwegian Institute of Thechnology
		University of Trondheim
		NORWAY

	"If ye can't see it, it's right behind ye..."
Newsgroups: rec.games.frp.dnd
From: thiggins@cix.compulink.co.uk (Tarry Higgins)
Subject: Re: Trolls' regeneration
Reply-To: thiggins@cix.compulink.co.uk
Date: Wed, 7 Oct 1992 18:35:49 +0000


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.  

Taz AKA thiggins@cix.compulink.co.uk AKA Tarry A Higgins
The only valid test is combat,           
The only valid result is victory.

Newsgroups: rec.games.frp.dnd
From: thealien@unlv.edu (Sean McCarthy)
Subject: Re: A modest proposal concerning HEALING
Organization: UNLV
Date: Wed, 7 Oct 92 21:05:29 GMT

The whole purpose of a heal spell is to give you back almost ALL your
hit points.  Only getting back 90% would defeat the purpose of "1d4
remaining not healed"  It's meant to be relative to your HP already,
not an overall cure.  Note, casting Heal on a peasant with a max of 5
is obviously stupid.  Use cure light for that.

Another point is that you need the mightiest of healing to restore
damage a peasant with 4 hp took falling a wagon.  If he took 3hp of
damage, you need a 7th level spell!  The system just seems to have a
few bugs.

Other than that, it's good idea.  I like the increased rate of healing
for a hero, but the system with spells is a bit much.  If it did 20
points of damage, no matter who you are, cure "light" isn't going to
do it.


____________________________________________________________________________
Sean McCarthy IS             {  }"I'm told it's my duty to fight against
thealien@cs.unlv.edu          }{   the Law, that there's freedom in my blade
thealien@redrock.nevada.edu  {  }  and that wizardry's my trade.."
"Chaotic is NOT Evil!"- Me    }{    -Black Blade by Blue Oyster Cult
Newsgroups: rec.games.frp.dnd
From: jgostlin@malloco.ing.puc.cl (Javier Gostling)
Subject: Re: familiars and homonculi
Organization: Pontificia Universidad Catolica de Chile
X-Newsreader: Tin 1.1 PL5
Date: Tue, 6 Oct 1992 17:46:27 GMT

edb892rsft@vx24.cc.monash.edu.au wrote:
: 
: 
: A player in my campaign wants to get both a familiar and a homonculous
: Is it possible to have both at the same time? I know that a homonculous
: is an alchemic creation cf Montrous Compendium but they seem similar to
: each other......
: 
: 
: Any opinions on the matter would be apreciated.

A good way to get the player to have both a familiar and an homonculous could
be to make the homonculous a completely mindless being (Zombie) that acts only
under the directions of its creator, and give the familiar a somewhat complex
personality, including some quirks that conspire to make life somewhat difficult
to the PC. I would say that could help, although it requires some extra work on
your part

: 
: Hugh Jenkinson
: Monash University
: Australia
: 
: edb892rsft@vx24.cc.monash.edu.au
:
-Javier Gostling D. 
Newsgroups: rec.games.frp.dnd
From: quintar@expert.cc.purdue.edu (Shawn Huston)
Subject: Re: Critical Hits
Summary: Crit. Hit Rules
Keywords: critical hits
Organization: Purdue University Computing Center
Distributio: Critical Hits 
Date: Fri, 9 Oct 1992 06:41:12 GMT


The system that I have found that works best is extremely
simple...

For a natural roll of 20, the damage die is rolled twice and
any regular damage bonuses are added to that (strength, magical enchantment).

For a natural roll of 1, a dex check -6 is made.  If the check is failed then
the DM will decide what happens in the situation.  For example, if Tarthar
is charging on his warhorse and critical misses, he may fall off his horse,
or he could just drop his weapon.  It all depends on the physical situation
at hand...

I've found that this system is one of the best to use...

Disclaimer: System designed by J. Eric Eaton...

Shawn Huston a.k.a. dogmeat
From: jw67+@andrew.cmu.edu (Jordan M. Wolbrum)
Newsgroups: rec.games.frp.dnd
Subject: Re: Any Kender Stats???
Date: 9 Oct 92 19:45:44 GMT
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA

From the most recent Dragonlance sourcebooks
Kender roll 2d6+4 for strength, and add one to Dex.
Also, kender are completely immune to fear, can taunt(as spell), and
gain(unremembered)bonuses for using kender weapons.

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Newsgroups: rec.games.frp.dnd
From: dclayton@bnr.ca (Don Clayton)
Subject: Re: Lich / Holy Swords
Reply-To: dclayton@bnr.ca (Don Clayton)
Organization: Bell-Northern Research Ltd.
Distribution: na
Date: Sat, 10 Oct 1992 18:47:36 GMT

In article <7137@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
|> In article <1992Oct9.140923.18637@bnr.ca> dclayton@bnr.ca (Don Clayton) writes:
|> >Don't you mean you'll change your tune when Japan calls in their loans.
|> 
|> 	Uh-HUH. And just what will they use to make us pay?
|> 
|> 	"Oops, so sorry. That computer glitch erased our records of that
|> so called debt."
|> 
|> 	They haven't BUILT the Z-Gundam yet...

That's the great part - they don't have to.  They just keep screwing your economy
over and over again.  They're even buying your Baseball teams now!  HA! Double HA!

Don Clayton
a.k.a. Rear-Adm. Maverick, DM of the Drow
My brain, my thoughts, my words.
If I had a million dollars, I'd buy you a K-car (a nice reliant automobile),