HDTenEightyP/NetNews huggingface dataset:
From: bapg3@syma.sussex.ac.uk (Eain Cathcart)
Subject: Two-Weapon Combo
Organization: University of Sussex
X-Newsreader: Tin 1.1 PL5
Date: Fri, 22 Jan 1993 14:43:25 GMT

	Basically the rules we are planning on introducing are as follows:

1) Anyone (except single class mages) can learn two-weapon combo if
   they really want to.
2) Longsword/shortsword is the 'largest' acceptable pairing i.e only
   Medium and Short weapon types are acceptable.
3) Anyone can pick up two weapons and start using them together if they
   really want but at a -2 , -6 penalty (main hand , off hand
   respectively)
4) If you take 2-weapon combo the penalty is only 0, -4 (as long as you
   are proficient in both weapons of course)
5) Taking ambidexterity as a learned proficiency brings this up to 0 ,
   -2. This cannot be improved by ANY means -  including strength
   and dex bonuses.
6) Specialisation is possible - details supplied on request.
	We are also planning on introducing various rules for parrying,
both with sword and with shield. These revolve around making a simple
THAC0 roll. We decided that AC0 was a reasonable AC for an incoming
melee attack + also very easy. These rules do allow you to parry an
attack with one hand and then attack with the other, in the classic movie
style. If anyone is interested then I will mail details of what we have
in mind.

All comments gratefully received.

Best Wishes,

W             W   I   BBBB    BBBB     L      EEEEE   |'I'M GOING SLIGHTLY
 W     W     W    I   B   B   B   B    L      E       | MAD'
  W   W W   W     I   BBBB    BBBB     L      EEEE    |
   W W   W W      I   B   B   B   B    L      E       |QUEEN, 1991.
    W     W       I   BBBB    BBBB     LLLLL  EEEEE   |

(GOSH I' M MODEST).

"PASS ME ANOTHER ELF, SERGEANT, THIS ONE'S SPLIT." General Ashnak;
                                           in 'Grunts' by Mary Gentle.

Newsgroups: rec.games.frp.dnd
From: carbon@bnrmtl.bnr.ca (Peter Carbon)
Subject: How do you unzip a file on Unix?
Organization: Bell Northern Research Montreal, Canada.
Date: Tue, 26 Jan 93 21:41:12 GMT

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


Newsgroups: rec.games.frp.dnd
From: kurgan@spock.uucp (Andrew Twyman)
Subject: Re: Psionics Sans Magic
Organization: Choate Rosemary Hall
Date: Sat, 23 Jan 1993 17:16:21 GMT

In article <C13zC3.M4E@bcstec.ca.boeing.com> tjz6090@bcstec.ca.boeing.com (Ted Zuvich) writes:
>world where magic does not work at all, but psionics do?  I'm trying to
>find out if this idea would be interesting to a majority (or even a
>significant minority) of the role-playing public.  Please email replies
>to tjz6090@bcstec.ca.boeing.com

	It would be like Earth.  As far as we know, magic is nonexistant, but
there are lots of peoplw with psionics (probably wild talents).  I suppose it's
possible that magic does exist, but has been forgotten due to a lack of magical
wild talents, but that's beside the point.  I don't think that it would work,
because magic is one of the basic ideas of any AD&D world.  However, it would
be a worthy experiment, if your players are willing.  Perhaps if you're willing
to do a little work, you could make it fun.  If you do, be sure to tell me
about it.
-- 
*-----------------------------------------------------------------------------*
|  -"I have something to say.  It's better to burn out, than to fade away!"-  |
|                          -* THERE CAN BE ONLY ONE *-                        |
*kurgan@choate.edu*-----------------------------------------------------------*
From: drool@retreat.Bah.Rochester.NY.US (Paul Coene)
Newsgroups: rec.games.frp.dnd
Subject: Re: Those two AD&D character generators...
Followup-To: rec.games.frp.dnd
Distribution: world
Reply-To: drool@retreat.Bah.Rochester.NY.US
Organization: 
Keywords: 
Summary: 
Date: 24 Jan 93 12:46:34 EST
Organization: Not an Organization

In article <1993Jan18.051134.14328@mnemosyne.cs.du.edu> cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
> I downloaded and tried both DNDGENV2 and ADDCHAR.  My comments:

What about my program roller.zip (tybalt.caltech.edu) in 
pub/adnd/incoming?  How do you find it in relationship to the other
two?

                                          <: Drool :>

ARPA: drool@retreat.Bah.Rochester.NY.US   UUCP: kodak!bisco!retreat!drool
Newsgroups: rec.games.frp.dnd
From: sm258687@longs.LANCE.ColoState.Edu (Sandy Maple)
Subject: Giant Modules Synopsis, Please
Date: Tue, 26 Jan 1993 16:56:06 GMT
Distribution: usa
Reply-To: sm258687@longs.LANCE.ColoState.Edu (Sandy Maple)
Organization: Colorado State University, Fort Collins, CO  80523

Greetings fellow gamers,

  I'm DMing a group of players who've had some spats with the drow, and
  I'm trying to get them into the Descent into the Depth's module (D1).
  However, they're not very high level so I like for them to encounter
  the giants first.  Could anybody give me a synopsis of the last two
  giant modules (G2 & G3)?  The discriptions can be long or short, I don't
  care, I just would like something to go by, so's the campaign has some
  sort of coherence.

  Thanks,

  Sandy
From: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.frp.dnd
Subject: Spelljammer/historical conversion
Date: 21 Jan 93 22:41:10 GMT
Organization: Rutgers Univ., New Brunswick, N.J.


  I was recently trying to convert the historical supplement a Mighty Fortress
to a spelljammer type world, any ideas on what teh hull point damage range
should be.
  Plus one thing about the Might Fortress book, its not worth the 15 bucks.
Its got some nice stuff in it but the majortiy of things is placed on real
life history.  That plus the rules for the heavy artillery seem to be a bit off
(They list damage depending on the area but never mention what that area is,
plus how much damage does it do to structures for battlesytem.) T$R had better
start working a bit more on their products if they want e to buy anything else

  On another note, who else here like the Whole Realms Catalog? One of the 
neatest things i got at the oment especially the Leonardo DaVinci copies :)

Don Shaffer
dshaffer@andromeda.rutgers.edu
From: jfox@sumax.seattleu.edu (<-----Shadoxx----->)
Newsgroups: rec.games.frp.dnd
Subject: PBeM anybody?
Date: 28 Jan 1993 13:51:41 -0800
Organization: Seattle University
Distribution: world
NNTP-Posting-Host: sumax.seattleu.edu

From jfox Thu Jan 28 13:49:19 1993
Received: by sumax.seattleu.edu id AA24241
  (5.65a/IDA-1.4.2 for jfox); Thu, 28 Jan 93 13:49:17 -0800
Date: Thu, 28 Jan 93 13:49:17 -0800
From: "<jfox@seattleu.edu>" <jfox@seattleu.edu>
Message-Id: <9301282149.AA24241@sumax.seattleu.edu>
To: jfox
Status: R

PBeM any body?

	I'm starting a game. AD&D2nd ed. An adventure in Undermountain.
	Characters can be from 1st ed. ie Monks, but not unearthed Arcana.
	Characters need to be between 5th and 8th level.
	Don't send a fighter class unless you really need to, I already have 
two playing.
	Specailist Wizards are welcomed warmly (I love DMing Invokers something about the panic they cause when one screams "Get out of the way!!!").
	All other classes/multi-classes races/half-breeds are OK.
	Backgrounds and personality profile needed...
	Deadline one week from today (next thursday).
	Send all characters to jfox@seattleu.edu
	The four best/neatest will be excepted
	Role players only need apply!


Shadoxx 
jfox@seattleu.edu

Newsgroups: rec.games.frp.dnd
From: gondal@mentor.cc.purdue.edu (Eric Eaton)
Subject: Re: Dragon Psionics Class
Keywords: psionics deryni character class
Organization: Purdue University Computing Center
Date: Fri, 22 Jan 1993 01:13:47 GMT

In article kjetilgr@ifi.uio.no (Kjetil Granlien) writes:
>
>In article adair@hal.gnu.ai.mit.edu (Jonathan Edward Adair) writes:
>> 
>> ???  2nd Edition psionics work well?  They're worse than the first
>> edition.
>> 
>I couldn't agree more.. They suck!
>
>

[Stuff deleted]

>
>So.. if any of you out there got some solutions to some of my problems.. I'd be
>grateful.. 
>

I think the BIGGEST problem with 2nd edition psions is that it is separate
from magic.  Once I ruled (as the DM) that psionics and magic were related
many things began to make more sense.  For example, ecto-plasmic(sp?) form
simply became similar to wraithform.  Areas protected from magic could
no longer be blasted by a psion.  The other big problem that needs to be
fixed is that PSPs are simply TOO easy to regain.  The major limits on this
class should be the PSPs.  If another psion is played in my campaign, PSPs
will be a LOT harder to store and a LOT harder to come by.

All this IMHO.

-Eric Eaton
gondal@mentor.cc.purdue.edu


Newsgroups: rec.games.frp.dnd
From: gitzlaff@uxa.cso.uiuc.edu (Jim Gitzlaff )
Subject: Re: REQUEST: Info on Modules & Supplements
Organization: University of Illinois at Urbana
Date: Thu, 21 Jan 1993 19:57:59 GMT

In article <1993Jan20.160857.14157@netnews.louisville.edu> DGBRUM01@ulkyvx.louisville.edu (DAVID G. BRUMLEVE / HSC) writes:
>
>	Greetings!
>I would like some information on the following products from somone who's used
>them, read through them, or just has an opinion on their usefullness.


>	2.)  TSR's modules T1-T4 "Temple of Elemental Evil"
>	     I can get a booklet containing all 4 of these adventures (Village
>of Hommlet, etc) for $15...is it worth it?  I've heard that this is one of the
>best (and most deadly) set of modules, second only to Ravenloft or Queen of the
>Demonweb Pits.  It is designed for use in Greyhawk, but, again, is it fitting
>enough for use in the Forgotten Realms?	 I've already got a good dungeon layout 
>from Ruins of the Undermountain (I'm a novice DM with no time for designing)
>and plan on making it a little more interesting than simple dungeon-crawling. 
>Would this product make a good alternative supplement?
>

I think that it was an *excellent* module, with one reservation:  it is very
tough if DMed realistically.  The "problem" is that the complex under the
temple is very dense with rooms and the inhabitants are (to some degree)
united in purpose.  The party can easily get into one fight with 6 guards
(pretty tough on its own), but then have 25 other guards, three clerics, a
mage, and 7 gargoyles (for instance) come crashing in in a few rounds.  The
instructions Gygax gave were to try to prevent this from happening every
time by assuming that the different groups were from rival factions and
won't help each other.  That's fine the first couple of forays the PCs make
into the temple, but only a bunch of idiots would fail to band together
after a quarter of the population of the temple was kacked by the party.  
Still, if the PCs are willing to retreat occasionally & use some cleverness,
it's great fun.  It was one of my favorites when I ran it a couple of years
ago.

Jim Gitzlaff
gitzlaff@uxa.cso.uiuc.edu
Organization: University of Maine System
Date: Monday, 25 Jan 1993 18:19:02 EST
From: The illustrius Pat Ellis (the DM) <IO11330@MAINE.MAINE.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Re: Temple of Elemental Evil
 <1993Jan25.212712.17597@crd.ge.com>

Well to all you people entering a foray in to T1-4 If you seriously want
to play it to an end, as one person said with low magic or as another
stated with characters level 2-3 forget it.  I'm not sure about how
everyone else feels on the net but if you don't have alot of magic and
are of a decent level (say sixth) then when you face Zugtomy (sp?) your
going to get your ass kicked.  Simple as that she is a major demon, if
they happen to survive that when they get to the bottom story once again
same story.  M
My advice is simple start them at 2-3 level with a few magic items
but let them advance, Don't throw away a character just because the
guy can't make it one week, and don't remove magic items from
the adventure.  Then let them take it slow, let them advance, and
let them know that they will die (DIE) if they go to far down the
stairs before they are a little more experienced.   IMHO,

              Pat Ellis
                  THE DM
Newsgroups: rec.games.frp.dnd
From: t_gross@informatik.uni-kl.de (Thomas Gross)
Subject: Re: Mystic Cyclone Problem !
Organization: University of Kaiserslautern, Germany
Date: Thu, 28 Jan 1993 15:20:32 GMT

In article <1993Jan27.114927.3130@dct.ac.uk>, mcsbc3maw@dct.ac.uk writes:
|> Last sesh with D&D we found out that the mystic class is nothing short
|> of devastating with aid from his colegues .
|> 
|> Anyway this Voulge armed Mystic (Master Level Proficiency , L9 character)
|> , double hasted (Potion and Spell) Waltzed in doing about 180 points

   Double hasted ? At least as far as AD&D goes there is no such thing as a
   double haste. The DM should allow only one haste.
   As a rule of thumb no spell effect should be accumulative with other magic
   item (Strength spell with girdle of giant strength HUH).
   This would cut the damage to 90 per round. Pretty much, but better.

|> of damage a round . The Dwarf was Stunned into silence as were the rest of
|> us . The only guy more supprised was the GM!
|> 
|> The Creatures fell like grains of wheat , and that was with a non magical
|> Voulge!

   Never give him a magical one and let him sometimes encounter creatures
   only hit by magical weapons.

|> 
|> 
|> 
|> 	Is there anything my poor over-stressed GM can do to handle this
|> Cyclone , other than not letting any more potions of speed into the party ?
|> 
|> Mark

   Another idea is to age the dwarf one year for each haste effect placed on him.
   This is done in AD&D and it works fine.
   The Character will have the possibility to become a fighting machine, but will
   think twice before doing it.

Hope I helped you.

   Thomas
--------------------------------------------------------------------------------
NO APPARENT MOTIVE, JUST KILL AND KILL AGAIN
SURVIVE MY BRUTAL THRASHING, I'LL HUNT YOU TILL THE END
LIFE'S A CONSTANT BATTLE, THE RAGE OF MANY MEN
H O M I C I D A L   M A N I A C !!
From: mcsbc3maw@dct.ac.uk
Newsgroups: rec.games.frp.dnd
Subject: Mystic Cyclone Problem !
Date: 27 Jan 93 11:49:27 GMT
Organization: Dundee Institute of Technology

Last sesh with D&D we found out that the mystic class is nothing short
of devastating with aid from his colegues .

Anyway this Voulge armed Mystic (Master Level Proficiency , L9 character)
, double hasted (Potion and Spell) Waltzed in doing about 180 points
of damage a round . The Dwarf was Stunned into silence as were the rest of
us . The only guy more supprised was the GM!

The Creatures fell like grains of wheat , and that was with a non magical
Voulge!



	Is there anything my poor over-stressed GM can do to handle this
Cyclone , other than not letting any more potions of speed into the party ?

Mark
Newsgroups: rec.games.frp.dnd
From: dcgonyie@eos.ncsu.edu (Lord Stingray)
Subject: WANTED: munchkin generator
Originator: dcgonyie@c00076-100lez.eos.ncsu.edu
Reply-To: dcgonyie@eos.ncsu.edu (Dwaine Gonyier)
Organization: North Carolina State University--Environment for Impoverished Engineers...
Date: Wed, 27 Jan 1993 00:40:38 GMT


	I have seen many posts about new character generators and have
followed the thread about "competing" character generating programs.
	I was wondering if anyone has come up with a 2nd Ed. munchkin
generator yet.

:)
-- 
    ___  ++++++++++++++++++++++++++++++++++++++++++++++++++++++
 / /__   + Dwaine Gonyier         + "Intelligence is just an  +
/____/   + dcgonyie@eos.ncsu.edu  +  excuse for human error." +
         ++++++++++++++++++++++++++++++++++++++++++++++++++++++
From: jmm0021@rigel.tamu.edu (MONTGOMERY, JASON MICHAEL)
Newsgroups: rec.games.frp.dnd
Subject: Dont read this
Date: 27 Jan 1993 18:03 CST
Organization: Texas A&M University, Academic Computing Services
Distribution: world
NNTP-Posting-Host: rigel.tamu.edu
News-Software: VAX/VMS VNEWS 1.41    

This is a prelim test for a upcoming post

Newsgroups: rec.games.frp.dnd
From: tel002@dunix.drake.edu (Tim "Spock" Larson)
Subject: PBeM opening
Organization: Drake University, Des Moines, Iowa, USA
Date: Thu, 21 Jan 1993 22:05:27 GMT

I distributed this on ADND-L and didn't get much response, so I'm posting
here to try to get more people.
In short, I'm starting a PBeM set in a standard fantasy type world (Oerth,
Toril).  Characters will start with 10,000 xp, 8000 xp for warriors, 9000
xp for warrior multi-classes.  Generate characters using 3d6 for 3 stats,
4d6 discard low for 3 stats.  If you're generating a character from scratch
I will give out magic and spells.  If you're using an established character,
low magic will be the norm (1-3 items).  If you have the Complete ****
Books, use 'em, as I have access to them too.  If you don't but would like
a kit, I can help you if you get accepted.
I don't have my pre-prepared file on this machine, so for more information
contact me at TEL002@acad.drake.edu soon if you're interested.  In fact,
get this file from me before you send character proposals, as it will tell
you what I need to know and what I expect.
Thanks, all...

Tim













Newsgroups: rec.games.frp.dnd
From: jdelisle@udel.edu (J. G. Delisle)
Subject: Re: Experience Points for Spell Research
News-Software: VAX/VMS VNEWS 1.41    
Keywords: research, spells
Organization: Boyz from the Dwarf
Date: Thu, 21 Jan 1993 21:56:00 GMT

In article <1993Jan21.185512.17686@cs.cornell.edu>, wgarrett@cs.cornell.edu (William F. Garrett) writes...
>	a)  100 XP * spell level
>	b)  200 XP * spell level
>	c)  500 XP * spell level
>	d)  100 XP * (spell level)^2
>	e)  200 XP * (spell level)^2
> 
>Schedule A seems too tight-fisted, while schedule C is too generous for
>low-level mages.  D and E look like good choices for 1st and 2nd level
>spells, but might give too many XP's for higher level spells.

	Do D and E give too many XP's for higher level spells? At 18th level,
it takes 375,000 XPs to go up a level. Using system E, the mage would have to
research about _20_ spells to go up a level (9th level spells). Using E again,
it would take a 12th level mage 50 spells to go up to 13th level (6th level
spells), and a 14th level mage would need to research 38 spells of 7th level.
So a mage gains levels faster by going adventuring for a month than he/she
would by spending a whole year researching spells.

+----------------------------------------------------------------------------+
| From the terminal of Joe Delisle  |  Don't open your eyes, take it from me |
| jdelisle@loyola.edu  (preferred)  |  I have found, you can find, happiness |
| jdelisle@cs.loyola.edu            |  in slavery.  -- NIN                   |
|              "I was up above it, but now I'm down in it"                   |
+----------------------------------------------------------------------------+
Newsgroups: rec.games.frp.dnd
From: rkunenbo@cs.ruu.nl (Ronald Kunenborg)
Subject: Re: Sepia Snake Sigal Question
Date: Thu, 21 Jan 1993 13:54:49 GMT
Organization: Utrecht University, Dept. of Computer Science

In <2067@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:

>In article <janssens.727244943@furnace.ecn.purdue.edu> janssens@furnace.ecn.purdue.edu (Bart J. Janssens) writes:
>>I've had arguments with people about Sepia Snake Sigil.  In their opinion, there
>>is nothing wrong with casting SSS on a missile weapon (an arrow, for example).
>>While not against the rules (I think), it does make an overly powerful weapon.
>>(At least one DM I talked to would only allow it if you cast Enchant an Item on
>>the arrow first).
>
>	I'd say that I might not even allow it just with Enchant an Item.
>In my opinion, unless used as the UA allows (as a direct attack) the thing
>is a seal or glyph and should only work either on some very large, immobile
>area (i.e., a floor that is crossed) or on a paper work (scroll, book,
>etc). The area of an arrow is too small to put the Sigil on. I might allow
>you to do it as the protective seal version, but then it must be sealing
>something -- that is, some part of the arrow/whatever has to OPEN. So
>you could have special Seal Arrows which were made with a sort of closed
>scooplike point, which was sealed. 
>
>
>                                 Sea Wasp
>                                   /^\
>                                   ;;;

IMHO, the SIGIL is something which is activated by someone READING it.
If you inscribe it on an arrow, I doubt any victim will read or even notice
the glyph :).

(glyphs that go off when read and like notions probably date back to the middle ages,
 when people couldn't read silently, but always read aloud - this would IMHO
 provide a much better rationale for traps in texts that go off when read).

Regards,
-- 
Ronald Kunenborg, I.B.B-laan 89-3, 3582 XD Utrecht, Holland (rkunenbo@cs.ruu.nl)

        "I believe we are on an irreversible trend toward more freedom
	      and democracy, but that could change." - Dan Quayle
From: mjoyce+@pitt.edu (Michael J Joyce)
Newsgroups: rec.games.frp.dnd
Subject: Anyone got Aliens?
Date: 27 Jan 93 04:50:26 GMT
Distribution: usa
Organization: University of Pittsburgh
Originator: mjoyce@unixd2.cis.pitt.edu

Hi,  I remember a while back, someone posted the stats for Aliens to the 
newsgroup.  I would appreciate if someone could pass it on to me.  Thanks
in advance.
						Mike
From: BJP108@psuvm.psu.edu (Brian Panulla, MooCow)
Newsgroups: rec.games.frp.dnd
Subject: Re: CONSOLIDATE: A single character generator
Date: 26 Jan 93 21:35:08 GMT
 <C1H3E9.3os@mentor.cc.purdue.edu>
Organization: Miskatonic University

In article <C1H3E9.3os@mentor.cc.purdue.edu>, tmh@expert.cc.purdue.edu (Todd M.
Helfter) says:
>
>        I am interested and have already compiled a letter to send you,
> however I cannot seem to get through to you via e-mail.

Same with me.
>
>        I am attempting to send to gtd543@sol.crt.columbia.edu
>
>        Please reply.
>
>        Todd M. Helfter
>        tmh@expert.cc.purdue.edu

         Brian Panulla
         bjp108@psuvm.psu.edu or ender@vivaldi.bk.psu.edu
Newsgroups: rec.games.frp.dnd
From: spzkny@lims01.lerc.nasa.gov (JAMES ZAKANY)
Subject: Re: Temple of Elemental Evil
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Date: 28 Jan 1993 16:40 EST  

In article <1993Jan25.212712.17597@crd.ge.com>, hurd@e7sa.crd.ge.com (Matt Hurd X7583) writes...
>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"...

I'd suggest starting at 1st or 2nd level (total of 7 levels), 
interspersing the campaign with several mini adventures, then returning to 
the Temple proper at 5th level or so (total of 26 levels).  That's 
considering that you alter the defenses after the party's first foray into 
the dungeon.  If you have the baddies simply "wait around 'til the party 
comes and kills them", you could get away with a lower level party.  And 
don't forget the Temple's allies in the surrounding villages!!!

I'm presently using this module as a central theme with *lots* of side 
adventures.  It's a good thing for the party to be able to avoid the gothic 
ruins from time to time...		

                                                  James S. Zakany
Newsgroups: rec.games.frp.dnd
Subject: Re: Multiple Attacks
From: <MVS104@psuvm.psu.edu>
Date: Sat, 23 Jan 1993 00:52:43 EST
Organization: Penn State University

Question on what to do with them...
A common method is to simply add the adjusted speed factor to the
next attack. This can get bad with no need to roll a d10 and add
that too.
Adjustments to speed factor include magic pluses and sometimes we
use the dex reaction plus too. For little weapons this could get
real small!

Martin Schulte