HDTenEightyP/NetNews huggingface dataset:
From: pbreland@unixg.ubc.ca (Paul B Breland)
Newsgroups: rec.games.frp.dnd
Subject: Re: Castles - Prices
Date: 29 Jul 92 17:47:18 GMT
Organization: University of British Columbia, Vancouver, B.C., Canada

In article <51300004@ax.apc.org> kiko@ax.apc.org writes:
>Does anybody know the prices, or where to gather this information, about 
>castle constructions??
>*Walls
>*Doors
>*Windows
>*Towers
>*Etc...
>
>Kiko - Brazil!!!
>
There are 2 books that I know of with prices in it.

1.  The DMGv1.  It gives prices but beyond that it is not overly helpful.
2.  The Castle Guide (a v2 supplement).  I recommend this book if you can
    get it because it not only provides prices but also the amount of 
    work to construct it in man-hours.  It also has modifiers for terrain
    type, climate, etc. and a table for random events/disasters that can
    occur during construction.  It also has a bunch of other things in
    it too.

I have designed 2 castles using the book and I have found the system to
work quite although it takes quite a bit of time.
One of the castles cost 1,300,000gp!

-Paul
Newsgroups: rec.games.frp.dnd
From: bret@technix.mn.org (Bret Indrelee)
Subject: Re: Too many notes! (Was Re: New uses of dices...)
Organization: /usr/usenet/organization
Date: Tue, 28 Jul 1992 05:49:48 GMT

In article <64399@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>In article <1992Jul26.023323.18987@technix.mn.org> bret@technix.mn.org (Bret Indrelee) writes:
>
>>Tell me, do you have trouble attracting thieves to your campaign, Jorge?
>
>I'm a player, not a DM.  Actually, there are two reasons I posted the
>response I did.
>
>>Give the thief his chance in the spotlight.  He will never cast a spell
>>and wipe out 20 orcs.  He will never last in individual combat against
>>an equivilent fighter, and usually can't stand a chance against a cleric.
>>About all the thief can do is be sneaky.  He is O.K. at that, but you
>>have to give him a chance to do it.  When it becomes a problem, then
>>start hinting to the player that it might be a good idea to have backup.
>
>True, however, I also think it's pretty unbelievable that a 1st level
>thief sneaking around at night is *not* going to get into trouble if
>he does it night after night.  I mean, odds are pretty good that something
>is to happen to him.  Many medium to large towns have a thieves' guild
>in them who probably wouldn't want a non-guild thief running around,
>causing all sorts of trouble:  That's *their* job! :-)
>
>>If the player is reasonable, and you give him a couple of chances to
>>show off his own abilities, you can probably work out a reasonable
>>solution.  Talk to the player first.
>
>The other reason I suggested it is because I'm in Paul's campaign,
>and I know the thief, and I think we all get pretty sick of him wasting
>time every session with his midnight raids.  Just once, I'd like to
>see him get caught. :-)
>
Oh, well why didn't you say so.  First level.  Takes too much game time.
Probably not a guild member...

Let one of the guild members catch him committing a crime, and then give
him the choice between the police or the guild.

He should probably quit running only after he has at least two countries
between himself and that city...

-Bret


P.S.  Thieves never cheat thieves.  They may forget to divide the treasure
      exactly correctly once, but this is quickly remedied the next time
      live bait is required on a mission.
-- 
------------------------------------------------------------------------------
Bret Indrelee		    |	This space left intentionally blink.
email: bret@technix.mn.org  |	                               ;^)
I am not an employee of Technix, nor do I represent them in any way.
From: reddrgon@matt.ksu.ksu.edu (Red Dragon)
Newsgroups: rec.games.frp.dnd
Subject: Re: Best possible AC
Date: 29 Jul 1992 21:59:10 -0500
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:

>In article <156da7INN1ro@matt.ksu.ksu.edu> reddrgon@matt.ksu.ksu.edu (Red Dragon) writes:

>>     Of course in the second edition, an armor class of -10 is the absolute
>>best you can ever have.  As said on page 89, 1st column, last paragraph.

>Which *book*?

     Ooops, please excuse me.  This is in the 2nd Ed Players Handbook,
although i do have the first print.  Perhaps this rule was changed in later
prints, anybody got a later print Players Handbook that would like to check?

>:-)


>-- 
>Jorge Diaz                       | "You're outmanned, you're outgunned, you're
>Georgia Institute of Technology  |      outequipped what else have you got?"
>Office of Information Technology | "Guile."
>ccoprdj@prism.gatech.edu         |      -- Riker and Worf   "Peak Performance"
From: canders@isr.harvard.edu (Carl E. Anderson)
Newsgroups: rec.games.frp.dnd
Subject: Re: Weight vs Bulk on Encubrance?
Keywords: significant words from a document used as an index to content
Date: 28 Jul 92 20:34:57 GMT
Organization: Harvard University, Cambridge, MA

>MWORKMAN@vm.cc.purdue.edu writes:
>:However, wouldn't the encubrance of something depend on
>:how you carry it?  It's hard to believe a scroll case in a backpack 
>:could still give an encumbrance of 50 gp.
>  
>: Are there any realistic lists of weights or bulk out there?

	Even when thinking of bulk, AD&D encumbrance is kinda hopeless.
Try snagging something from another game system - Rolemaster has fairly
good weights (not including bulk as far as I know) though their weapons
tend to run a _little_ heavy but not too bad.
	If you are just going to use weight, try using real weights!
Weapon catalogs can tell you weapon weights, you can weigh common household
stuff your self, and you can gleen other stuff from books.

Cheers,
Carl

---------------------------------------------------------------------------
Carl Edlund Anderson	            	"Hefi ek ok aldri sva reitt vapn
canders@isr.harvard.edu			at manni at eigi hafi vidh kommit."
OR
anderso2@husc.harvard.edu			- Skarphedhinn Njalsson 
---------------------------------------------------------------------------
Newsgroups: rec.games.frp.dnd
From: l2wang@napier.uwaterloo.ca (  Lei Wang  )
Subject: Re: Best possible AC
Organization: University of Waterloo
Date: Thu, 30 Jul 1992 22:40:52 GMT

In article <RANNOU.92Jul30022227@zuse.info.polymtl.ca>, Rannou@info.polymtl.ca (Patrick Rannou) writes:
> In article <Bs69L7.KvC@undergrad.math.waterloo.edu> l2wang@napier.uwaterloo.ca (  Lei Wang  ) writes:
> 
> 
>      Considering that Cloaks, Rings, and Bracers of Protection do not
>    work in conjunction with magical armor or with each other(2nd edition):
> 
> 
> 			  -48       (Vs. Large Opponents, if Gnome/Dwarf)
>                           -50       with protectino from evil (vs. evil)
>                           -57       with Dispel Evil protection (vs Outer
>                                     planar creature.
>      Now suppose rings, cloaks, etc work also:
> 
>                           -63    Ring +6
>                           -68    Cloak +5
                      I assumed that these do not work, as in 2nd Edition.
> 
> Other modifiers I don't know the precise bonus:
>                           - ?   Helm of Brilliance
                      Helm of Brillance does not give AC.  The +2 only
                      applies to saving throws for itself.
>                           - ?   AC bonus from artifacts
                      This could be unpredictable and unlimited.  So it 
                      should not count.  As I said, this was according
                      to standard rules.  There might be Anklets of AC,
                      or Bracers of Shielding, or other unknown items.
>                           - 1   Special fighting style (fighter only)
                      It's -2, but only applies if the fighter is using
                      one weapon only(no shield).
>                           - Level/2  Parrying (say, -10 for a fighter 20th)
                      This could be unlimited.  An insane DM could have a 100th
                      level fighter.
>                           - ?   Attacker in foreign environment
>                           - ?   Attacker's strength has been drained (STR3)
                      These normally apply only to the Attacker's THAC0, so
                      not count toward the victim's AC.  Otherwise, cursed
                      swords, etc, could be counted also.
> I guess if we go far enough, we could theoretically hit the AC -100 !!!

  Yea, we could.  The original subject was Best Possible AC according to
Standard Rules, though(PHG, DMG, Handbooks).

-- 
l2wang@napier.UWaterloo.ca
ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
ME:  Univ. of Waterloo  YOU:  Huh?   o=> ME:  in Canada,  YOU:  Huh?
ME:  in Ontario,        YOU:  Huh?  /o/  ME:  up north!   YOU:  Aaaaaahhh...
ME:  near Toronto,      YOU:  Huh? ==o                                    Huh??
Newsgroups: rec.games.frp.dnd
From: spzkny@lims01.lerc.nasa.gov (JAMES ZAKANY)
Subject: Re: Tackling, subduing NPC/PCs
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Distribution: na
Date: 22 Jul 1992 12:55 EST  

In article <1992Jul22.145802.1626@meaddata.com>,
 joeg@meaddata.com (Joe Gayda) writes...
>Scenario: How do other DM's handle tackling and subduing characters?

>Does the defender have to rely on
>the attacker missing their AC?  Should the defender get some type of
>dexterity role?

>Once it is determined that an attacker has pinned his opponent on the
>ground, what rolls should be done to sustain that postion every round?

A grappled person can break the hold with a successful attack against the 
grappler (-2 to hit penalty).  The defender's dexterity is factored into 
his armor class.

                                                  James S. Zakany
Newsgroups: rec.games.frp.dnd
From: gupw@uniwa.uwa.edu.au (Paul Wagland)
Subject: Re: Scribing from a Spell Book
Organization: University of Western Australia
Date: Tue, 28 Jul 1992 01:32:10 GMT

wright@latcs2.lat.oz.au (Michael G. Wright) writes:

>gupw@uniwa.uwa.edu.au (Paul Wagland) writes:
>>Well, what I do in my campaigns is to allow MU to copy spells between
>>their own spell-books, thus enabling them to make back-up spell books,
>>though not cheaply, but they can't copy from anothers spell books. The
>>reasoning behind this is that the spell in the spell book is like a
>>recipe...but very finely tuned to the caster. You can scribe from a
                                                    ^^^^^^^^^^
>>scroll because they contain the magic force neccessary to cast the
>>spell, ie. even though the MU isn't fully proficient with the spell the
>>force behind the scroll 'pushes' him through the spell.
>>
>>So tell me what you think.

>I think that there's someting very important that nobody's considering here.
>If mage's couldn't scribe from any spell book, then how do they get new spells?
>A mage can't create new spells until 9th level and if you can't copy a spell,
>then there's no possible way to learn spells without creating them.
>	Think about it.....
>So a mage _has_ to be able to copy from a spellbook without destroying it.
>Any arguments?

Yes. The mage can get his spells from scrolls. And I did think about it.
In my campaigns it is also slightly easier, though more expensive, to
create a scroll. So the MU's can easily be taught a spell from a scroll.
Another thing I should of mentioned is that a MU can teach another MU
spells, if he is of high enough level. BUT a stolen spell-book is of
little value, except for the raw materials of course, to any MU but the
books owner.  This creates a system where the Spell-books at once become
more and less valuable. More valuable to the MU, because they can't just
go off willy nilly getting new spells.  And Less valuable because it is
only truly useful to the one MU.

So now tell me what you think.

BTW I do appreciate the _constructive_ criticism.

Paul
-- 
Paul Wagland            | These opinions are mine and no-one elses
gupw@uniwa.uwa.edu.au   | I still don't like Microsoft, even after using
------------------------+  their products. :-)
Newsgroups: rec.games.frp.dnd
From: weeks@astroatc.UUCP (Pat Weeks)
Newsgroups: rec.games.frp.dnd
Subject: Re: When players and characters experience doesn't match.
Keywords: funny,story
Date: 24 Jul 92 15:44:13 GMT
Reply-To: weeks%astroatc.UUCP@spool.cs.wisc.edu (Patrick Weeks)
Organization: Astronautics Technology Cntr, Madison, WI

>As it turns out, for another twist, we both hit, killing the thing (we 
>rolled max. damage each) and then both our weapons saved.  The DM
>smiled, looked at us, and said "Now remember, you still have no idea what
>this thing is," and he added sarcastically "Do you."  We both grunted
>and smiled, knowing we were lucky to both be swinging steel still.
>
>Anyone else got a similar experience? Where players' experience almost
>got in the way of their characters?
>

	Well only, like, maybe, every time we play!!  After being involved in
a couple of D&D campaigns there are certain infamous monsters that one
typically recognizes no matter what.  GOOD role-players know how to keep their
player and character knowledge separate, as you have illustrated.  Not more
than a week ago I was running some 3 - 5 level adventurers and they ran
across some Obliviax Moss(The spell stealing moss).  Almost everyone knew that
this black moss covering the cave entrance was the source of their lost 
memories, but no one knew what to do about it.  Since Obliviax does not attack
unless attacked(using the spells), it just sat there happy content AND full!!
	Sort of annoying for the party as only 1 or 2 remembered what they were
there for and the fact that they had between 3 and four turns to accomplish
their task when a majority had no clue what they were doing left the party in
a wonderful situation for role-playing(real-time timed role-playing, as their 
conversations ate up their available 3-4 turns)  Nope no Champions monologues
which don't affect game time... :)


					Ghostwheel tells...
Newsgroups: rec.games.frp.dnd
From: rkunenbo@cs.ruu.nl (Ronald Kunenborg)
Subject: Re: Non-T$R ADND2 Stuff.
Date: Wed, 22 Jul 1992 11:10:07 GMT
Organization: Utrecht University, Dept. of Computer Science

In <loydb.07u3@fnordbox.UUCP> loydb@fnordbox.UUCP (Loyd Blankenship) writes:

>ajross@husc9.harvard.edu (Andrew Ross) writes:
>>
>>	I remember Role Aids (I am not certain if they are still in
>>business) used to publish AD&D compatible adventures and campaign
>>material. There may have been other companies which did so, but I haven't
>>seen their products. In general, my estimation of Role Aids products is
>>rather low; admittedly, I do not have a high opinion of many games or
>>games supplements.
>
>The Role Aids line (by Mayfair Games) is indeed alive and kicking. They're
>getting ready to release _Demons_ in the next month (GenCon, I think). It's
>a really nice package, and includes a bunch of demons in the Monstrous
>Compendium format. They're going to follow it with _The Hell Handbook_
>sometime in '93. (No, I'm not making this up! I sat next to the new Mayfair
>CEO on a plane flight a couple of weeks ago and looked through some of the
>preliminary art/boards!).

"The Hell Handbook" - nice title! If it ever gets in the shops over here 
(Holland), I may just buy it.

On a side note and concerning the subject, maybe you should check out
some of the modules for the "Ysgarth" system - most of them, if not all,
have double statistics, one set for Ysgarth, another for ADND. 
And they're cheap!

>Consider this a plug from a competitor . . . it looks like a fun book. If I
>didn't get one for free, I'd go buy it. :-)
>
>Loyd
>
>***************************************************************************
>* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
>* GEnie: SJGAMES	    Mr. Grenade is no longer *	PO Box 18957	  *
>* Compu$erve: [73407,515]	 your friend!	     *	Austin, TX 78760  *
>* cs.utexas.edu!dogface!fnordbox!loydb		     *	512/447-7866	  *
>***************************************************************************

Regards,
-- 
Ronald Kunenborg, Ina Boudier-Bakkerlaan 89-3, 3582 XD Utrecht, The Netherlands

             "If we must die, let it not be like hogs...
           Like men we'll face the murderous, cowardly pack,
From: spzkny@lims02.lerc.nasa.gov (JAMES ZAKANY)
Subject: Re: Missile weapons 4 Krynn knights?
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Date: 30 Jul 1992 08:46 EST  

In article <15830mINN3p2@agate.berkeley.edu>, cgeorges@cory.Berkeley.EDU
 (christoph georges) writes...

>I am playing a Knight of Solamnia in a krynn campaign, and my DM has
>ruled that knights cannot use missile weapons such as a bow because they
>are "dishonorable."  Does anyone know if this is an official rule?

Yeah.  In the Unearthed Arcana, it was stated that Cavaliers (re. knights) 
could not use polearms (because they were peasant weapons), two-handed 
swords ('cause they were barbaric weapons, I suppose), and missile weapons 
('cause they were dishonorable).  An exception was made for the javelin (a 
manly weapon, that).  *I* also made the exception of the bec d'corbin (or 
whatever, I don't have any references here).  That was definitely NOT a 
peasant's weapon, but a knight's weapon (sort-of a large can openner).  I 
guess that I'd allow its predecessor, the lucern hammer, too.

Most knights would employ a lance against such a creature as a dragon.  A 
bow or some such is certainly beneath them (and most of the worthy dragons 
are immune to such attacks).  I'd have to agree with your DM (sorry).  I 
can't picture a Knight of Solamnia trying to pick off a dragon from behind 
a tree with a bow.  Just isn't as honorable as a lance and charger...  

                                                  James S. Zakany
From: schrey@oak.NoSubdomain.NoDomain (Timothy M. Schreyer)
Newsgroups: rec.games.frp.dnd
Subject: Re: Best possible AC
Date: 29 Jul 92 14:07:50 GMT
Organization: Paramax Systems

In article <Bs5L3B.7CK@acsu.buffalo.edu>, lnorton@acsu.buffalo.edu (Louis Norton) writes:
|> 
|> 	By the way I limit armor class to a maximum of -15.
  
   Or is that minimum? :-)

|> Babbling DM
   Babbling TiM
-- 
 Timothy M. Schreyer                         schrey@prc.unisys.com
 Center for Advanced Information Technology  (215) 648-2475 
 Paramax Systems Corporation                 FAX: (215) 648-2288
 PO Box 517, Paoli, PA 19301
From: jek@duke.cs.duke.edu (James E. Kittock)
Newsgroups: rec.games.frp.dnd
Subject: Re: Net Adventures?
Date: 28 Jul 92 18:29:22 GMT
Organization: Duke University Computer Science Dept.; Durham, N.C.

In article <92209.172643LPR100@psuvm.psu.edu> LPR100@psuvm.psu.edu writes:
>
>   I'm wondering why I have never seen anything about people posting
>adventures to the Net. There is the Net.Plot.Book, but I'm talking about
>fully fleshed out adventures. Seeing that people spend a lot of time
>posting fluff, I don't think it would be a problem to type in some of
>the shorter homemade adventures. And if enough people started doing this,
>DMs would have a great source of adventures and ideas.

Few people that I know keep adventures handy in electronic format.
Most seem to have sheafs of random papers, piles of notebooks, etc.
etc.  For example, I have no computer at home, so I would have to
bring my stuff to work to type it up.  

So, I think the reason we see less stuff on the net than we might
otherwise is convenience.  Also, it is not too easy to include
diagrams and maps...  (#$*@#$&! ascii code)
-- 
James Kittock   --   Duke class of 1992    --    Computer Science/Mathematics 
jek@cs.duke.edu | mcnc!duke!jek | PO Box 5750, Duke Station, Durham, NC 27706
"Yes, I will kiss the girl from Venus for science." - They Might be Giants
From: MWORKMAN@vm.cc.purdue.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Questions about undead
Date: 29 Jul 92 17:50:01 GMT
Organization: Purdue University

In article <64561@hydra.gatech.EDU>
ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
 
>
>In article <1683112A32.MWORKMAN@vm.cc.purdue.edu> MWORKMAN@vm.cc.purdue.edu writes:
>
>>I imagine also that the undead could feed off some "life giving
>>source" such as a wand of resurection or elixir of life or even the soul of
>>an individual trapped in something.
 
Jorge Diaz writes:
>Actually, I always thought that undead would be hurt by "life giving"
>sources, and helped by "death giving" sources.  For example, a Raise
>Dead spell would kill (or at least severly damage) an undead, while a
>Slay Living would heal it.
 
Hmmm...  Jorge, then you would say that when a wight drains an expt level
from an individual, he is actually "giving death"?  It seems to me that the
undead is draining the "life" out of the character; or is this just a
consequence of comming in contact with an undead? (which solves a lot of
hand waving)
 
I must agree with you about the "neg. energy" feeding the undead, since
they mostly exist on the neg. primaterial.
 
Ryan Workman
 
P.S  Thanks for keeping me honest :-)
From: dv52151@uxa.cso.uiuc.edu (Axly)
Newsgroups: rec.games.frp.dnd
Subject: Re: Tackling, subduing NPC/PCs
Date: 22 Jul 92 15:54:16 GMT
Distribution: na
Organization: University of Illinois at Urbana

joeg@meaddata.com (Joe Gayda) writes:

>Scenario: How do other DM's handle tackling and subduing characters?

>The DMG states that you can tackle a character by making a sucessful
>attack roll, and the attacker is at minuses for wearing certain types
>of armor.  The attack is also modified by the size differences between
>the two.  It then states in the next round, the attacker can then
>subdue the opponent by making a succesful attack roll.  How can the
>defender resist either of these?   Does the defender have to rely on
>the attacker missing their AC?  Should the defender get some type of
>dexterity role?

The attacker just makes a normal attack role to overbear. There are
minuses for wrestling in armor, but not for overbearing.
He can continue to keep the person overborn (is that a word?) by rolling
his attack roll. The defender has to rely on his AC . Giving him a Dex
wouldn't be that realistic since it's a combination of strength and size
that matter once you are wrestling around on the ground. High Dex people
who have been grabbed by a wrestler can attest to this. There just isn't
much you can do.

>Once it is determined that an attacker has pinned his opponent on the
>ground, what rolls should be done to sustain that postion every round?
>Strength checks?  How can you represent exceptional strength
>appropriately?

No, you keep making attack rolls as per the origanal overbear. If you
hit, the person stays pinned. 
 
>I'm very interested in your opinions.  This is a tactic that could be
>very useful against spell-users.

The thing I have a problem with is armor helping you on your AC vs. an
overbear. Why does armor, bracers, robes, etc. make it harder to tackle
you?

Axly
Newsgroups: rec.games.frp.dnd
From: dargon@ethel.brainlab.utsa.edu (David L. Ramirez)
Newsgroups: rec.games.frp.dnd
Subject: Re: CHARACTERS WANTED
Date: 27 Jul 92 20:00:38 GMT
Distribution: na
Organization: University of Texas at San Antonio

In article <1992Jul24.150020.5224@ucsu.Colorado.EDU>, laruedm@ucsu.Colorado.EDU (David Larue) writes:
|> You said...
|> 
|> > I have a C progam that generates AD&D II characters.  I'm afraid
|> > if I post the program I may break some TSR copyright.  I would
|> > love to distribute it because I've spent 40 or 50 hours writing
|> > the program. Can I post this program?  Anyone from TSR have
|> > anything to say?
|> 
|> If you wrote it yourself then there is no problem passing it around.  Go
|> ahead, I'd like a copy too!  hehehe  But if TSR complains, tell them that
|> (a) you wrote it yourself, and (b) it's not their problem if someone
|> designs an easy way to generate characters...
|> 
|> -= Justin =-

I agree with Justin if you wrote it why should they give you any problems.
It seems like 40 hrs is a lot of time for you spend and then have someone tell
you to keep it to yourself. 
Besides your just making it easier to create characters, its an alternative way 
do what we've been doing manually.

Dargon
Newsgroups: rec.games.frp.dnd