HDTenEightyP/NetNews huggingface dataset:
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: A question about dual class characters
Date: 13 Oct 92 15:17:22 -0500
Organization: University of Northern Iowa

In article <AeqSsbC00VooQ8BpNy@andrew.cmu.edu>, "Joseph E. Beck"
   <jb8n+@andrew.cmu.edu> writes:
> 
> 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).  

   Actually, two daggers can be used at the same time.  This is one of the
exceptions to the 'longer length than the other' rule.

> 	joe

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* The individual who said we only use 10%  * The first 90% of a task takes    *
* of our brain's mental capacity, was      * 90% of the time, and the last    *
* probably 90% incorrect.                  * 10% takes the other 90%.         *
*            -Unknown comic on A&E-        *   -99 rule of Project Schedules- *
*******************************************************************************
Newsgroups: rec.games.frp.dnd
Date: Thu, 15 Oct 1992 08:43:33 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: house-rules
	<Bw4vHn.2zu@news.cso.uiuc.edu>
Distribution: usa



>A knife/shuriken/dagger up the sleeve is something most fighters carry
>for making sure that mage doesn't get his spell off. Sure, it won't do
>much damage, but it'll keep him from doing any spellcasting until I'm
>close enough to do serious damage. True, he may be further away than
>those weapons can reach, but that's situational, as the bow can out
>distance the spell most of the time... 
Knives/shuriken/etc are *very* short range.  Bows aren't that much
further (spell ranges also convert to yards outdoors)

>Sleep also only works up to 4th level if I remember. Try that one
>on a 5th level fighter and life can be interesting. Short, but interesting.
True, but irrelevant.  The point was a first level mage again 4 1st
level fighters.  To be fair I'll argue the mage should be 5th level
(since the fighter is).  The whole idea of a 5th level mage bumbling
along without having cast invisibility, armor, etc is absurd, it's
almost impossible for the fighter to have the advantage in choosing
where/when the battle will occur.  Also, a first level mage will beat
a 4th level fighter without much difficulty.  But you have a point, to
beat a 5th level fighter a mage has to be higher level than first.


	joe
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Trolls' regeneration
Date: 10 Oct 92 17:34:38 -0500
Organization: University of Northern Iowa

In article <1992Oct9.012615.29991@usage.csd.unsw.OZ.AU>,
   barnett@mummy.agsm.unsw.OZ.AU (Glen Barnett) writes:
> If acid prevents a troll from regenerating (as well as doing enough damage
> to kill them), then how do they digest food? - Either:

   Well.. it's always been my opinion that acid does not stop them from
regenerating.  They can regenerate acid damage, so long as their body is not
totally consumed by acid (or fire), which is usually what smart adventurer's
will do once they bring a troll down to unconsciousness (Quick! Get the oil
out!..)

> Similar questions arise with many other xdnd monsters, if you think
> about it.

   Which is probably why I try not to think about it.. (Just kidding)..

> Glen (barnett@agsm.unsw.oz.au)

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* The individual who said we only use 10%  * The first 90% of a task takes    *
* of our brain's mental capacity, was      * 90% of the time, and the last    *
* probably 90% incorrect.                  * 10% takes the other 90%.         *
*            -Unknown comic on A&E-        *   -99 rule of Project Schedules- *
*******************************************************************************
From: covin@tartarus.uchicago.edu (David Covin)
Newsgroups: rec.games.frp.dnd
Subject: Re: Kobolds (Re: Intelligent opponents)
Date: 13 Oct 92 23:47:55 GMT
	<RANNOU.92Oct8230236@watson.info.polymtl.ca>
	<1992Oct13.134939.20912@unlv.edu>
	<1992Oct13.193607.16424@umbc3.umbc.edu>
Organization: University of Chicago Computer Science

In article <1992Oct13.193607.16424@umbc3.umbc.edu> cs202144@umbc8.umbc.edu (cs202144) writes:

>>		I think I should warn you...Kobolds are Lawful Evil.
>>				So are Orcs
>>				So are Goblins...
>>
>>	Lawful Evils could come up with these kinds of plans easily!
>>
>>		Average(low) intelligence for Kobolds doesn't mean the
>> leader might not have INT 13, which would justify that kind of plan!

>Exactly! That Average (LOW) is only a racial average. Kobolds can have up to
>probably 16 int in an 18 modified roll...

Weeelll....  Sort of.  I think I'd be impressed at that degree of
prior planning, ingeniousness, cooperation, effective execution of 
prior plans, and morale in *humans*, let alone in kobolds.  Just
because the leader, who is a one-in-a-million genius, can come up with
nifty plans for lair defense, doesn't mean that the followers can
understand or execute them. 

Later articles from the original poster seem to explain that his
kobolds are not very much like D&D kobolds, inasmuch as they are far
more intelligent.  I have no problem with this, though I might ask
why the other races on the world are unaware of how ingenious kobolds
are.  Why do people think that they're stupid?  Is this a widespread
prejudice, based on the fact that they're individually weak and easily
cowed? 

If they are so intelligent, why aren't they more powerful as a race?
(Or are they?).

"They've had 10 thousand years to develop their lair's defenses"
sounds awfully nice, but I don't really buy it, if individual kobolds
live only a minute fraction of that time.  At least, I know of no 
examples of human efforts continued in pursuit of a single purpose
for even a tenth that long.

Making kobolds somewhat sneaky and devious is a good idea, and it's
fine to surprise players who thought, "Oh, these are weak creatures,
it'll be an easy fight"; but here some important changes have been made
to kobolds' behaviour (making them smarter and damn efficient at laying
sneaky traps and tricks).  It isn't entirely right to say, then, 
"Oh, kobolds can be really effective if they're played right"; this
is sort of like saying "Oh, paladins can be very sadistic if they're
played right," neglecting to mention that you mean, of course, Lawful
*Neutral* paladins...

--
David Covin                           covin@despair.uchicago.edu
Newsgroups: rec.games.frp.dnd
From: loren@leland.Stanford.EDU (Elina Aulikki Compton)
Subject: The TSR Trap
Followup-To: The TSR Trap 
Organization: DSG, Stanford University, CA 94305, USA
Distribution: na
Date: Sun, 11 Oct 92 19:14:09 GMT

There are two obvious reasons why I wrote the TSR trap that aired last
night.  Over the past four years, my role-playing group and I had many
problems with the AD&D 2nd edition game.  We also noticed that others
writing editorials/forum letters had MANY questions about how the
smallest rule functioned.  As a result, we combined our twenty-five heads
and came up with our own (first-draft) RPG within one month.  Yes, it
followed the lame lines as AD&D and had Character Cultures (Races), 
brand new Classes, etc.  However, we discovered that it took not more
than another month to work around the rules that didn't work (like slow
combat, twisted spell system, etc.) and fix them, as well as keep the
good ideas that arose from role-playing, combat sequences, and other
situations.  In all, we learned that it is not what is written down
on a character sheet, but rather, what is quick, logical, and fun to
use.  By the end of three months, we had a game that was for more
efficient that AD&D could ever be, and we were the designers; We had
the power to alter any rule, and did not have to consult a higher 
being when something went wrong.

Okay, enough about that.  The second reason was to show the general
public that anything created by TSR could easily be created by you,
provided a good knowledge base (Thanks for adding Socrates, Plato,
the Holy Bible, etc.= you're right).  It is good to initially buy TSR
products and learn the system, since it is a universal system in the
present world.  But when the time comes (and it will) and you get
good enough to start creating your own RPG, by all means, try it.
But to continue on, buying countless $$$ of TSR stuff (outlined with
pretty pictures from Elmore/Parkinson/Easly/Cadwell/etc) will only
result in more dependence and in the long run (my theory) will lead
to a vegetative state of plot-seeking, monster-finding, new spell-
seeking, and fantasy burnout- if you let you money purchase away your
imagination.  I also like the other (recently written) theory of:
The more knowledge gained via TSR products = more imagination.  Hmm,
it is plausible, and I think that both this theory and mine are
right, depending upon the time involvement with the RPG, and the
ambitions of the the RPG player.  Thank you all for you input into
these little questions I have asked!   Sincerely,

					Scott@Stanford
From: fannicm@wkuvx1.bitnet
Newsgroups: rec.games.frp.dnd
Subject: Re: Intelligent opponents (Birth of Dracolich)
Date: 16 Oct 92 11:50:17 CDT
Organization: Western Kentucky University, Bowling Green, KY

In article <1blhvnINN60f@master.cs.rose-hulman.edu>, parkerma@NeXTwork.Rose-Hulman.Edu (Mark A. Parker) writes:
> 	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  
> 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  
> Keep", talk about a death adventure!!), which just came out within the  
> last two years, so it probably appeared somewhere before that. The actual  
> lich creation process appeared in Best of Dragon II, where you can  
> probably get a reference to which issue the article appeared in. Role-aids  
> put out a sourcebook called Lichlords, but I think it's out of print  
> (blast!). "Lords of Darkness" contains an adventure with a lich in it,  
> although it, too, is fairly recent.
> 	Hope this helps to confuse you.
> 					   Mark Parker
> 					(Zdellet Saud)
--
   Um.  I don't know about the rest of your info, but your comment about
the demi-lich was incorrect.  The Actual first appearance of the demi-lich
was in "Tomb of Horrors".  And for anyone who has not seen it, you will
never live through it.  I don't care how many hit points you have!! 
-----
Master Hawk
Leader of the Night Parade

   "And it shall come to pass that what men made shall be shattered, and
the Shadow shall lie across the Pattern of the Age, and the Dark One shall
once more lay his hand upon the world of man."
                              -from The Karaethon Cycle:
                               The Prophecies of the Dragon.
Newsgroups: rec.games.frp.dnd
From: ad487@yfn.ysu.edu (Samuel DiRocco)
Subject: Re: Spell Points in DND
Organization: Youngstown State University/Youngstown Free-Net
Date: Mon, 12 Oct 1992 19:31:57 GMT


	We use a similar system:
Take the spellcaster's level multiply by his Int and then add his level.
Ex: 5th lvel M.U. with an int of 18
    (18*5)
    (18*5)+5=95 spell points
each spell costs 6 spell points times the level of the spell.
Ex: A 3rd level spell cost 18 points
	We still require the spell caster to learn spells wit the max niumber
as per the appropriate tables, but they may throw any spell an unlimited
number of times, provided hae has the requiered amount of spell points.
*hrs  8 hrs of SLEEP replentish all points and learbned spels.
-- 
From: Argon 238
		Dear Conan,
			    "Werewolves were gloves, keep hands warm."
No Fate but the Destiny you create!
Newsgroups: rec.games.frp.dnd
From: mlee@ocf.berkeley.edu (Michael Lee)
Newsgroups: rec.games.frp.dnd
Subject: Re: Any Kender Stats???
Date: 9 Oct 1992 00:54:34 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: avalanche.berkeley.edu

In article <29711@ursa.bear.com> millman@indigo.bear.com (Phillip Millman) writes:
>
>One of the players in my new game wants to play a KENDER (out of the DRAGONLANCE
> Series).  I don't have any real objections but I haven't spent a lot of time
>thinking about it either.  Instead of re-inventing the wheel (and reading
>Dragonlance Chronicles before Sunday) I'd like any information that you may
>have.
>
>Currently I'm thinking of a halfling Fighter with some modifiers.  Let me
>know.
>
Actually all kender are thieves, so the best way to play them in generic AD&D
is to have them be halfling thieves with shoes.  They also have the ability 
to taunt, which means when they taunt, they cause enemies to attack him
outright at a -2 penalty.  The enemies have some sort of save, I'm not too
sure, but I'll get back to you.  They are also fearless, which means there
has to be some good role-playing.  This is due to their natural tendencies
towards wanderlust.  Since they do like to wander and explore, they have
tons of junk in their pockets.  Feathers, string, etc.
They also have the hoopak, which is a staff sling, with the modern day
method of sling methods, so minus a couple from speed factor.  The hoopak
acts as a +2 quarterstaff to hit and to damage but cannot hit magically
enchanted monsters.  It can also make a whirring sound that frightens
certain creatures.
They will also misplace their junk, so when they are trying to find
something specific, give them a certain chance of finding it cumulative to
each round.  But they will never misplace their weapons or important items.
They will never steal magical items from their friends or important items
from their friends, but they will steal stuff like daggers, etc.

That's what I can remember from the Dragonlance Book, I'll post more when I
get more info.
					mlee
From: dutech@reseau.Berkeley.EDU (Groupe ELEVES)
Newsgroups: rec.games.frp.dnd
Subject: Re: Dual class
Keywords: Losing abilities, XP gain, etc...
Date: 12 Oct 92 11:03:11 GMT
Reply-To: dutech@reseau.Berkeley.EDU (Groupe ELEVES)


  Well, time for another $0.02...

  I confess that this "dual-class" idea has always driven me crazy. I
agree with the principles ( PC learning new skills ), but I wholehear-

  - "If the PC uses any abilities of his former class, he gains no XP
from the scene/encounter/adventure". Dumb PC, not being able to combine
what he's already learned with what he's trying to learn. I'd rather let
him use the abilities he previously learned with no penalties, but
assign a higher XP progression table for the second class ( say, x2 XP).
This is because I think that XP in AD&D and level progression are not
equivalent. So I give XP for accomplishing feats, achieving a goal (per-
-sonal or otherwise), increasing one's training, as well as conflict. I
DO NOT assign XP for treasure recovered (treasure is its own reward).
This way, XPs are more linked to level progression. And this never pre-
-vents a PC from using abilities he knows.

  - Hit points for dual-classed characters. This is one of the perfect
examples of the problem of "hp by class". I mean, if hp represent physi-
-cal training, it's OK for single-class characters, but certainly not
for dual-class or multi-class ones. Sooo, a possible home-made rule
would be to "replace" a die roll of the first class with a die roll of
the second each time the character goes up one level in his new class.
(option : do this only if the second class has a "better" die (NOT die
roll) than the first - this simulates increase in physical training).
I'm already hearing screams of outrage about Breaking the Holy Game
Balance. Well, is there any world-based rationale for such a concept ?
If there is none, then there's no place for such a concept either.

  - Magic and armor. It all depends on the world "physical laws". If
you rule out that normal metal don't hinder magic-using, then bi- and 
dual-class characters should be able to cast spells while in armor (per-
-haps with restrictions when difficult somatic components are required).
If you rule out the opposite, then only organic armor are allowed for
magic-users, and material components for spells which contain metal must
be properly enchanted before used (call it "purified"). That could be a
required 1st level spell.

  Of course, all these rules are not really AD&D, but rules are not
role, are they?

  One day, perhaps, I'll have enough free time to write a complete
set of home-made rules for AD&D... These are only experiments and ideas,
some of them tested, some of them not. Handle with care.

							- Redwing -
Newsgroups: rec.games.frp.dnd
From: n36ia@pnet16.cts.com (Et3 Francis)
Subject: Test
Organization: People-Net [pnet16], NCTAMS EASTPAC
Date: Sat, 10 Oct 1992 13:56:04 GMT

just testing to see if anyone sees this...

TOP SECRET .sig (sorry you don't have the clearance neccessary to see it)

UUCP: humu!nctams1!pnet16!n36ia
ARPA: humu!nctams1!pnet16!n36ia@nosc.mil
INET: n36ia@pnet16.cts.com
From: gt7803b@prism.gatech.EDU (Sub Zero)
Newsgroups: rec.games.frp.dnd
Subject: Re: XP........
Date: 16 Oct 92 23:31:59 GMT
Organization: Georgia Institute of Technology

In article <1992Oct13.095633.1025@yvax.byu.edu> Geoffrey@yvax.byu.edu writes:
>	A system a friend of mine uses for people is: They're worth 1% of the X.P.

I prefer the systems in both editions better than that. The XP you'd get for
high-level mages just wouldn't be enough to make since. The 2ed system based
on ABILITIES of the victim is much fairer.
-- 
A bird in hand is easily crushed lifeless.
From: Geoffrey@yvax.byu.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Alignments-A new look
Date: 14 Oct 92 04:49:59 GMT
Reply-To: Geoffrey@yvax.byu.edu
Organization: BYU


	To respond to Mr. BDJ. Johnson:
	Yes, you're right.  As the referee I make my clerics, paladins, rangers and
all other deity affiliated classes take alignments and deities but it is
optional for the rest.  Those who don't take an alignment, don't have one.  The
spot is left blank.
	Aligning yourself to  neutrality in my campaign means what it is supposed to
mean.  It means that you believe in neutrality: A group of people who work
towards keeping a balance between good and evil in the universe (See Chang-Ti
in Deities and Demigods).  In the monster manual, dinosaurs and all other
relatively low intellignce animals/monsters are called neutral.  This was one
of the things that made me start changing alignments in my game.  If this being
is neutral, does it mean that this being believes in neutrality or just that
all of the actions of this being have no moral tint?  A.K.A.  It's just acting
out of need of a need to survive.  Personally, I think a prerequisite to
alignment should be an intelligence high enough to at least reason.

	Anyway, I like the idea.

Thanks for listening.
Geoffrey Eastbrook.
From: dmatiske@larson.helios.nd.edu (David Matiskella)
Newsgroups: rec.games.frp.dnd
Subject: Re: house-rules
Date: 15 Oct 92 22:24:05 GMT
Followup-To: rec.games.frp.dnd
Distribution: usa
Organization: University of Notre Dame

In article <oerKX1u00VoxQWJWJx@andrew.cmu.edu>, "Joseph E. Beck"
<jb8n+@andrew.cmu.edu> wrote:
> 
> 
> >>Darts anyone? I like 'em better because they have a real short spd factor
> >>and I can fire a multiple spread. No, we DON'T allow strength bonuses
> >>to darts.
> >
> >Why not?  Don't you think stronger people can throw darts harder?  Also,
> >these darts are WAR darts, they weigh half a pound each!  
> The problem with darts is that you get 4 attacks per round (if
> specialized).  Now say you're a strong fighter (+4 damage), you get 4
> attacks doing d3+4.  A lot of people feel something is wrong when the
> strength bonus is more than the maximum damage possible from the weapon.
> 
> The dart thrower is still in a lot of trouble against the mage; it's
> unlikely he'll beat the sleep spell and actually get to shoot.
> 
> 	joe
	One quick question. When did sleep become automatically sucessful? I
always thought you got a save. Maybe I just haven't read the 2nd edition
closely.  Of course all the elves get 90% magic resistance anyway.
From: parkerma@NeXTwork.Rose-Hulman.Edu (Mark A. Parker)
Newsgroups: rec.games.frp.dnd
Subject: Re: Intelligent opponents (Birth of Dracolich)
Date: 17 Oct 92 01:19:25 GMT
Article-I.D.: master.1bnpmtINNa7k
Reply-To: parkerma@NeXTwork.Rose-Hulman.Edu (Mark A. Parker)
Organization: Computer Science Department at Rose-Hulman
NNTP-Posting-Host: o231-01.nextwork.rose-hulman.edu


	Me again. I was able to check my Best of Dragon II since last  
night. "Blueprint for a Lich" appears in either Dragon # 24 or #26 (my  
memory has got more holes in it than a munchkin has magic items). This may  
have a lead as to where the lich first appeared.
> There is a map in module S2, White Plume Mountain, which has in one
> corner an annotation, "Here lies the horrid Dracolich" (reminiscent
> of "Here there be monsteres" on old maps of the world).  Above the
> annotation is a drawing of a skeletal dragon-creature.  No further
> mention of the creature is given in the module
	Yes, wonderful how the old mapmakers would try to warn you off so  
that you won't discover that they really don't know what's out there.
	This particular dracolich was detailed in an issue of Dragon (this  
is how I knew to refer to the S series), probably as a way to tie up the  
loose end of just what/who the heck he was. He had a few abilities beyond  
those given to the normal (if you can call it that) dracolich.
				Until I sail over the edge,
						Mark Parker
					     (Zdellet Saud)