HDTenEightyP/NetNews huggingface dataset:
From: rothwell@brahms.udel.edu (James C. Rothwell)
Subject: house rules 1
Summary: herbalism non-weapon proff
Organization: University of Delaware
Distribution: usa
Date: Thu, 15 Oct 1992 21:00:22 GMT

In our group we have added the following to the herbalism non-weapon
profficiency (AD&D 2nd ed.):

A character with the herbalism proficiency learns how to brew damaging
poisons as well as healing salves and special effect poisons.  At the
level that the proficiency is taken, two such substances may be learned,
and at every level thereafter, two more can be learned.  A proficiency
check is needed to determine if a batch is effective.  A batch generally
means d4 doses.  If the check fails miserably (a 20), then the batch
generally does something different (DM's have fun...) than expected when
applied.  A second healing check may be allowed to determine if the batch
is potent or worthless in the character's oppinion.

The substances must be learned in such a way that any category in the
table has no more substances than the category to its left.  Also the two
substances learned at any level may not be from the same category.

Anyone feel free to adapt these tables to your own use.  The poisons are
generally less powerful than the standard poisons.  Savingthrows for half
damage.  The healing potions are less powerful than magical counterparts,
and take longer to take effect.  All effects happen at the end of the time
indicated, and any counter applied during that time neutralizes the effect
before it takes place.  Times are h=hours, m=minutes.

**************************************************************************
Poisons

Ingested		Injected		Contact
2-8 h	1-4 hp		11-30 m	1-6 hp		2-12 m	2-8 hp
1-4 h	1-6 hp		2-12 m	2-8 hp		2-8 m	3-12 hp
11-30 m	1-8 hp		2-5 m	2-12 hp		2-5 m	4-16 hp
2-12 m	1-12 hp		1-2 m	2-16 hp		1-2 m	5-50 hp
1-6 m	1-20 hp		Immed	2-24 hp		1 m	6-24 hp

**************************************************************************
Healers

Contact			Ingested		Special Effect
7-28 m	1-2 hp		11-30 m	1-4 hp		1-4 m	numbing
5-20 m	1-4 hp		11-22 m	2-5 hp		2-8 m	sleep
4-16 m	2-5 hp		11-18 m	1-6 hp		2-12 m	paralytic
2-12 m	1-6 hp		11-16 m	2-7 hp		4-16 m	debilitative
2-8 m	3-6 hp		11-14 m	1-8 hp		5-20 m	death

NOTE:  a contact healing salve will counteract an injected or contact
poison of the same level or lower, or reduce the effects of a higher
level poison.  An ingested healing potion will do the same for an ingested
poison.

****************************************************************************
-- 
_________________________________________________________________________
James Rothwell             |   There are three types of mathematicians:
rothwell@brahms.udel.edu   |   Those who can count, and those who can't.

Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Wed,  7 Oct 1992 01:54:42 -0400 
From: "Andrew N. Westmeyer" <aw36+@andrew.cmu.edu>
Subject: req:  spell index

If anyone has an index of spells which they can send me, I'd really
appreciate it.  Does any giant list exist for magic items and new
creatures too?  I haven't seen any messages yet regarding new character
classes.  Thanks for any help I can get.
     Andrew
From: mgates@entiat.boeing.com (Michael Gates)
Newsgroups: rec.games.frp.dnd
Subject: Re: A question about dual class characters
Date: 13 Oct 92 21:45:43 GMT
	<1992Oct12.141800.7548@iscsvax.uni.edu>
Organization: Boeing Computer Services, Bellevue, WA
In-reply-to: boelter3945@iscsvax.uni.edu's message of 12 Oct 92 19:18:00 GMT

>>>>> "b" == boelter3945  <boelter3945@iscsvax.uni.edu> writes:
b>    I have _always_ run it the way you stated, that level drainings are taken
b> off the current class being worked on for a DC, so two levels come off of
b> that.

	That is unfair. The reason MC characters lose from each class is
that their hit dice are the average of the classes. In order for them to
lose 1 hit die, they must lose from each class. DC characters get full hit
dice each time they go up in the active class, so they should only lose 1
level from it (ie 1 hit die). If you are not going to use the Book rule,
then this is the fairest way to do it.

	There are still problems if you really analyze it all heavily, but
there is no cure except to completely abandon the TSR class / advancement/
experience point system.
--
et tu mgates?
Newsgroups: rec.games.frp.dnd
From: presley@oahu.cs.ucla.edu (Matthew Presley)
Subject: Re: Hit Points and massive damage
Organization: UCLA, Computer Science Department
Date: Thu, 15 Oct 92 05:09:24 GMT

In article <1992Oct15.012911.10076@Princeton.EDU> tao@fine.princeton.edu (Terry Tao) writes:
>The MDM = 3/4 + 3/4 * (max hp / CON) is ok, but now anyone taking MDM of
>4/3 their constitution will always die! don't 5 CON fighters get a chance
>to toughen up?
>

We're talking about nasty stuff here and 5 CON is a nasty score to 
have.  My suggestion:  don't fall off bridges.

The idea is that the same fall that would have killed the guy at first
level is going to kill him at tenth.  A 5 CON means that your in hate
city.

Feel free to make the MDM level dependent but it seems to defeat the
purpose.  An alternative is to simply lower the formula's coefficient.
Whatever your tastes are, run with them.  The whole point is that there
is an easy "fix" to the unrealism of HPS for out of combat damage.


-- 
Matthew Presley (UCLA CS Grad. Student) & (JPL CS dude)
Internet (presley@cs.ucla.edu) or (matt@sapphire.jpl.nasa.gov)
"Twisted yellow puppies play loudly broken flutes..."
Newsgroups: rec.games.frp.dnd
From: tsang@cs.washington.edu (Donald Tsang)
Subject: Re: Swords doing the boogie on their own, my version...
Organization: Computer Science & Engineering, U. of Washington, Seattle
Date: Fri, 9 Oct 92 20:19:43 GMT

In article <> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>	I'm amazed there's been all this discussion on this. The description
>of such weapons, as far as I'm aware, has always been very clear: the
>weapon fights as its wielder. 
>
>	That means level, proficiency, specialization, magic, strength,
>blessings of the gods, and so on all apply.

How 'bout just tossing the +1-4 "Sword of Dancing" and writing your own?

Here, I'll even do it for you.  This sword is powerful:

  Sword +3, "Dancing(F7s)"
  
  When wielded, this sword is simply a +3 magical blade.  However, if
  the sword's True Name and Command Words are known, it is far more
  dangerous.

  The command words correspond to the commands "fight him", "defend
  him", and "return".  The sword attacks as a specialized 7th level
  fighter (2 attacks/round, THAC0 14 and +4/+5 including magical
  bonuses).

  The sword will fight for as many rounds as the wielder has fought
  with it (i.e., fight three rounds, let it fight for three rounds,
  fight two rounds, let it fight for two rounds, etc).  It will return
  to the wielder's hand at the end of its last round of combat or at
  the end of the round in which the wielder recalls it, flying
  avoidance patterns.

Lesser versions might include F3 (3rd level nonspecialized fighter),
T5 (5th level Thief -- backstabber), etc.


-- 
Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
..!uw-beaver!june!tsang                       -- Robin Hood Daffy
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Mon, 12 Oct 1992 17:29:11 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: A question about dual class characters
	<70894@hydra.gatech.EDU>



>In the PH, it says that once a dual-class character changes class,
>he may never again advance in level in the old class.  OK, not a problem.
Incredibly silly rule, but it is understandable at least.

>So, my question:  Why did TSR say in the PH that the DC should lose one
>of each level, just like the MC????
Because TSR doesn't tend to think rules through very clearly.  It
'sounded' right so they went with it.  

Consider:  a fighter can wield  a long sword and a dagger, but *not* 2
daggers (1 weapon must be of shorter length than the other).  

A very amusing one:  Dwarves can't sink.  The rate that you float
upwards is the formula 20-(2* movement lost).  Well, dwarves,
halflings, gnomes start at movement rate 6.  The most movement they
can lose is 6 points.  So 20-(2*6)=8.  For a human to sink he has to
have a movement rate of 1, which is absurd IMHO, since a normal
strength human in plate mail won't sink.  Pity, my GM wouldn't let me
get away with this one :-)  

The rules provide a good framework, but most serious rules questions
are usually best resolved by talking to everyone in the campaign for 5
minutes.  Like the "can an invisible person see himself?" question.
I've seen it 'officially' answered both ways.  One section mentioned
thief penalties to abilities while invisible, the other place said
that since invisibility is an illusion you just disbelieve that you're
really invisible (can't remember the source of these 2 rules).  


>Instead, DC should become a 10/8.  If he gets hit again, he becomes 10/6.
>
>If he gets lowered below 1st level, he dies, but he'll never have lost those
>10 levels as a mage.  It's the only fair way, IMHO.
Or let the DC person switch back again and regain the levels, or just
ignore the part about them not being able to switch classes freely.
D&D isn't that well balanced that a small rule change will cause it
all to crash (it takes something on the order of the Psionicist's
handbook to cause this, but that's another issue).


	joe
  

 
Newsgroups: rec.games.frp.dnd
From: abistak@nyx.cs.du.edu (Andrew Bistak)
Subject: Lich / Holy Swords
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Thu, 8 Oct 92 09:40:07 GMT



Thanks for all the feedback on the Lich. Currently the
Lich is only playing with our party but I'll tell you of the conclusion
soon. 
Heres another question though : When (What level) or should a Paladin get
a Holy Sword?


regards, Andrew
Newsgroups: rec.games.frp.dnd
From: thiggins@cix.compulink.co.uk (Tarry Higgins)
Subject: Re: Intelligent opponents (Birth of Dracolich)
Reply-To: thiggins@cix.compulink.co.uk
Date: Fri, 16 Oct 1992 12:34:29 +0000


Intelligent opponents (Birth of Dracolich)
 
in artical <1blhvnINN60f@master.cs.rose-hulman.edu> 
parkerma@NeXTwork.Rose-Hulman.Edu (Mark A. Parker)
        

>         I don't know what module the lich first appeared in. I think a  
> dracolich was first mentioned in one of the S series modules (either S1 or  
> S3, I can't recall which); it wasn't DETAILED in the module (no stats, I'm  

dracolich was mentioned in barrier peaks IIRC

> not even sure if there was a good description), but there it stands. I've  
> found the demi-lich only in one of the most recent modules ("Nightmare  

demi lich was in tomb of horrors IIRC


Taz AKA thiggins@cix.compulink.co.uk AKA Tarry A Higgins
The only valid test is combat,           
The only valid result is victory.
From: Devon_Sheppard@mindlink.bc.ca (Devon Sheppard)
Newsgroups: rec.games.frp.dnd
Subject: Re: house-rules
Date: 12 Oct 92 07:29:41 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

>Jordan M. Wolbrum writes:

>Just a note about thieves:

>If you use those thief abilities that you can always use, you should be
>gaining levels much, much faster than the rest of the party.  Each
>successful use of a thieving ability gives 250 xp + xp for money(pick
>pockets).  If a thief is used in a thiefly manner, he should have twice
>to three times the xp of the other party members.  Combine this with the
>best advancement table in the books, and the thief should be high enough
>level to hold his own.

I found this to be a problem in my game, so I changed it to 50xp per thief
level. Thus, you don't get sixth level thieves alongside your second level
fighters, but you also don't have the problem at higher levels of earning a
mere 250xp, which is incredibly pidly when you need a few hundred thousand
xp. I've done the same sort of thing for all the classes so that advancement
continues as a relatively steady rate.

>Also, thieves are likely to have the most contacts in a city through guilds
>and other parts of the "underground community."

Yeah... which can lead to some _great_ roleplaying opportunities.

>One problem:  Shouldn't the bard need more xp than the thief?  The bard
>is truly mondo in 2nd edition, casts spells as a mu of his level(ie 3 or

Having not run a bard yet, I cannot say... but how about using the fighter xp
chart? (I guess I'd better decide on this, seeing as how I'll be DMing a bard
character in a week. :) And as for spells, I can't see where you're getting
your info. On page 42 of the PHB2, it gives a spell progression chart for
bards which is definitely worse than wizard spell progression (ie 5th level
mage has 4/2/1 whereas a 5th level bard has 3/1).


  Devon

--
devon_sheppard@mindlink.bc.ca
From: tony@phsbbs.princeton.nj.us (Anthony Foglia)
Newsgroups: rec.games.frp.dnd
Subject: RE:healing
Date: Thu, 08 Oct 92 22:47:32 EDT
Organization: Princeton High School, Princeton, New Jersey

skomedal@solan.unit.no (Knut Torstein Skomedal) writes:
> I mean, aren't most of a fighters Hit points supposed to be due to 
> fighting skills (i'e. parrying, dodging to avoid being hit),
> pain tolerance, exhaustion and so forth? 
> I believe someone aired the opinion that a highlevel character had maybe max 
> "bodily" hit points, while the rest was based on skills acuired in adventurin
> Something of thge sort is also discussed in the character description of the 
> Fencing Master class presented in dragon magazine. 

If even some of these extra HP gained at high levels are based on the 
PC's improved ability to dodge, should their AC lower instead of their HP 
being raised.  One could create a system like would help clear up the 
problems with healing.  Different rates for different classes.  The only 
problem is that it would take tons and tons of work and basically create 
a whole new system.  Something many of us probably don't have the time 
for.

Just a thought.

--------------------------------------------------------------------------
Disclaimer: The above views may be mine but may be those of the guy       
            behind me.  You decide.
There are two types of people in the world:
The first type always, no matter what, finishes what they start;
Newsgroups: rec.games.frp.dnd
From: st1lv@elroy.uh.edu (McLeod, Stephen)
Subject: philosophical musings & illia (mind flayers)
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Mon, 12 Oct 1992 22:01:00 GMT

In the current game, the players are wrestling with a very powerful Illia
called Laris (Illia = 'mind flayer').  We've had some interesting times with
it already.  For example, at the local K'shlavia's (K'shlavia ~= baron) court
dance the party had a massive battle while the party continued; the party goers
unaware that a battle was in progress.

Recently, Laris has engaged in an ongoing discussion with Aurelia, Priestess
of Thalao (Thalao = God of Nature) over why she feels it is moral to eat cows
(which can be made to speak with a 'speak with animals' spell) but evil for
an Illia to consume human brains.  Unknown to the party, he is genuinely 
struggling with the issue because he consumed a high priest of Thalao long ago.
The Priest, Thatar travelled to the plane of the Illia in hopes of converting
them to Thalao and so on.  Since in my world, the consumed mind lives on, Laris
is undergoing some internal conflict.

The party was enemies with Laris' son, Sharpmind but that has shifted around as
he found the benefits of humanity (he is a half breed) but I have plans for 
an argument between him and Colleeam (his SO) in which he will hurt her and
feel himself quite the monster.

If anyone has any comments, suggestions, or observations on all this I'd be 
interested.
---
Stephen McLeod
The Eternal? Student
From: edb892rsft@vx24.cc.monash.edu.au
Subject: Psionic encounters?
Organization: Computer Centre, Monash University, Australia
Date: Thu, 8 Oct 1992 00:55:59 GMT


       In the complete Psionics handbook it makes no mention of 
       Psionic encounters. Does this mean that certain creatures are
       no longer attracted by the use of "Psionic powers or psionic like
       spell powers." If they are doesnt this mean that the table at the
       back of 1st ed Dungeons masters guide is a bit tough. I mean who
       wants a Greater Demon or Devil (sorry Tanari and Baazute)
       breathing down your neck at first level just because you used 
       "Feel light" once. This is what is is like because the chance for
       a psionic encounter is quite high.

       Also the absence of low level psionic creatures means it is tough 
       to implement such Psionic encounter tables at low levels. Any 
       thoughts, opinions or ideas on psionic encounters welcome.

       -Hugh jenkinson
       -Monash University
       -Australia
       Edb892rsft@vx24.cc.monash.edu.au
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.dnd
Subject: Re: Intelligent opponents (was Re: Lich & Demi-Lich...)
Date: 8 Oct 92 11:23:28 GMT
Organization: Chalmers University of Technology

In article <BvqE10.K0@mentor.cc.purdue.edu>, slip@sage.cc.purdue.edu (Doolie) writes:
> All this talk about liches started me wondering. Does a Lich have to LOOK
> like a lich?  I mean, couldnt they simply put a permanent change self on
> themselves to look alive?.  This way, they could look like a livng human,
> smell like a human, feel like a human, but still be a lich.
 
  This will of course lead to the pc's suspecting every strangely longlived
wizard to be a lich:)
 
DM: The bearded person says:'Some people call me Elminster'
Players: "Yikes! Turn him! Break out the holy water! Turn him!"

> * Gordon Emore	          *   <Place nifty quote here>      *
 
-bertil-
--
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
		"Revive the Swedish-Madagascan Brigand Pact!"
From: cbnorman@undergrad.math.waterloo.edu
Newsgroups: rec.games.frp.dnd
Subject: Greetings
Date: 8 Oct 92 02:34:29 GMT
Organization: University of Waterloo

Followup-To: 
Distribution: world
Organization: University of Waterloo
Keywords: 

Greetings all, I'm Bruce Norman, moderator of the FidoNet AD&D echo (no flames
please).  Hopefully some of you out there will be current or past readers of
this echo, in which case we'll already be acquainted.  I hope to contribute
to the discussions here, and find them as enjoyable as the ones in FidoNet.

Bruce "elves suck" Norman
From: skomedal@solan.unit.no (Knut Torstein Skomedal)
Newsgroups: rec.games.frp.dnd
Subject: RE:Aliens
Date: 12 Oct 92 18:01:31 GMT
Organization: Norwegian Institute of Technology

From ugle.unit.no!sunic!mcsun!uunet!gumby!destroyer!gatech!prism!ccoprdj Mon Oct 12 17:45:55 1992
Article: 4068 of rec.games.frp.dnd
From: tao@potato.princeton.edu (Terry Tao)
Subject: Re: Intelligent opponents:Dragon
Organization: Princeton University
Date: Fri, 9 Oct 1992 14:53:07 GMT

Another interesting question has popped up in the net: why dont the most
powerful creatures rule the world? trolls, dragons, liches for example
would wipe out most normal races.

reasons:

(a) while some monsters (liches, dragons) are invulnerable (and rightly so)
in their lairs and castles, they get into trouble when trying to attack,
say, human strongholds, especially those with dozens of mages (even say
third level ones will sting at least) archers etc.  Not to mention
high-level heroes in their element.  A dragon swooping on 5 tenth level
guys will be able to do major damage to them without getting seriously hurt
itself (it just flies away), but the same dragon swooping on a
well-fortified city with ballista, magic missiles, squads of low-level but
eager adventurers, and a scattering of powerful heroes, seriously risks
being mincemeat.

(b) the races dont want to attract the 20th level superheroes by causing
too much trouble.  They may be able to deal with the garden variety ninth
levels, but get a dragon taking over Quirm and some hotshot 24th level mage
and party will come out of retirement and slaughter it.

(c) slow reproduction rates (or for liches and the like, none at all).
It's never easy for one being to take over the world (though possible for
one being to destroy it), you always need underlings.

(d) other interests (food, e.g., for trolls, or gold, for dragons) - who
wants to rule humans anyway? they're entertaining as it is trying to sneak
up on our lairs, etc.

(e) edicts from gods and other limitations.  For example, as liches hate
sunlight, vampires cant abide all sorts of things, and so on they will not
provide an effective world domination.

(f) rivalry between the mega-powerful races keeps numbers on all sides
down, to the relief of the little people.

Terry
From: dutech@reseau.Berkeley.EDU (Groupe ELEVES)
Newsgroups: rec.games.frp.dnd
Subject: "human-level" evil
Keywords: alignments in AD&D, detect evil.
Date: 7 Oct 92 16:34:10 GMT
Reply-To: dutech@reseau.Berkeley.EDU (Groupe ELEVES)


  Another post concerning alignments...

  Well, I'm not here to discuss the validity of alignments, but to ask
an opinion about the "intensity" alignments for humans (or demi-humans,
for that matter).

  I mean, when a priest casts a "detect evil" spell, will he detect ALL
evil-aligned beings in the area of effect (including the small-time
thief, the ambitious and somwhat ruthless officer, the ninja waiting
in disguise nearby, the illusion-cloaked vampire, etc...) or will he
only points to REAL unnatural evil, the sort of which is achieved only
by supernatural beings and truly infamous human beings?

  I'd rather agree with the latter explanation, based on the fact that
the forces powering the spell or spell-like power are above petty deeds,
but another interpretation of the "detect evil" could be that such men
(the ruthless, the petty thief, etc...) are not evil in alignment. Or
that the spell indeed reveals them - and then there is then question
of play balance for such a low-level spell...

  Any comments, personal rules and experiences? I'd like to have
opinions other than my own...

  If this is a FAQ, by all means, feel free to ignore it. I'd just like
to have a pointer to the FAQ list in this case.

  Thanks a lot.
		
							Redwing.
Newsgroups: rec.games.frp.dnd
From: gt7803b@prism.gatech.EDU (Sub Zero)
Newsgroups: rec.games.frp.dnd
Subject: Re: The TSR Trap
Date: 16 Oct 92 23:23:07 GMT
Distribution: na
Organization: Georgia Institute of Technology

In article <1992Oct13.011556.16968@unlinfo.unl.edu> pmenard@cse.unl.edu (Patrick Menard) writes:
>>I doubt it.  DarkSun almost got me interested in D&D again (almost!).
>>It's the first original thing they've put out for years.

You obviously missed SpellJammer. I, for one, thought DS was a little dull,
not to mention preachy. SJ, at least, appears completely original, although
there may be some obscure novel somewhere that used a similar setting... 
Also, I recommend the Lankhmar setting, based on the Fritz Leiber novels.
They work well with AD&D, since, in large part, it's AD&D is based on Leiber.
It also fixes a lot of the problems being discussed on other threads, most
notably, the dual-class system and weak thieves.


-- 
A bird in hand is easily crushed lifeless.
Newsgroups: rec.games.frp.dnd