HDTenEightyP/NetNews huggingface dataset:
From: dougw@ks25.chi.il.us (Doug Waldron)
Newsgroups: rec.games.frp
Subject: Re: Stupid PC Tricks
Summary: Orcs are commie mutant traitors
Date: 13 Apr 92 18:19:00 GMT
Organization: R. R. Donnelley & Sons


Our party (of 8) was wanderering through a dungeon filled with orcs 
and hobgoblins.  Being 4th level, we weren't concerned. but we only 
had spells of 1st and 2nd level.

Me (in the back)  2 Dwarves (in the front).  Open door. The DM says to 
the Dwarves:  "you hear some orcs snoring".
1 Dwarf turns around and wispers, "there's some sleeping orcs".

Me, Bard (Bogus Dude), shouts as loud as possible:
	"THERE'S SOME SLEEPING WHAT?"

Dwarf, really pissed says to the DM: "How many sleeping orcs?"

DM: 0
<pause>
DM: There are atleast 100 Orcs and 30 Hobgoblins running towards
you and out 2 other exits.

DM: <laugh laugh laugh laugh, snort snort... laugh some more>

Whole party: Oh SHIT!  Thanks Bard

DM: I wondered how you would get past these guys without waking
them up.  I really wasn't prepared for this, but...

Me: Ok, we roll 4 6-siders, take the highest 3 and...
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp
Subject: Re: Killer: Live RPG
Distribution: world
Date: 9 Apr 92 03:37:54 CST
Organization: Texas Net Illuminati

jca@crash.cts.com (John C. Archambeau) writes:
>Does anyone know where I can get the Killer rules?  Either online or the
>actual book?  Thanks.

They better not be online! :-)

Killer, 3rd edition, ships in about 1.5 months. Start bugging your game
stores for it now!

Loyd


***************************************************************************
* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
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Newsgroups: rec.games.frp
From: an26@sol.acs.unt.edu (Roberts David)
Subject: Re: GM's Pain
Organization: University of North Texas
Date: Mon, 13 Apr 1992 19:54:41 GMT

vanor@vax1.mankato.msus.edu writes:

>Hello, here's a intersting new thred to folow up on the stuped pc tricks
>GM'S PAIN
>What I am thinking of is posting of stories of when the pc's have done somthing 
>to totaly destroy a GM's well laid plans

----------

Our GM was running a campaign about two years ago, and after a couple of
adventures our party found itself on the threshold of a really huge 
dungeon maze, full of traps and monsters, et al.  Well, to make a long
story short, our party went down a hall, turned left, went through the 
secret door, up the chimney, right, left, left, and down the stairs, and 
voila!  We arrived at the BIG SCENE (tm) with the BIG BAD GUY (tm).  As 
we found out later, we took the most direct route to the place, avoiding
countless creatures and pits.  The GM was counting on us being very 
chewed up by the time we finally got to the climax, and had deliberately
scaled down the BAD GUY.  Consequently, we utterly destroyed the place and
all that was in it.

----------
Dave (an26@sol.acs.unt.edu)
From: ratinox@splinter.coe.northeastern.edu (Stainless Steel Rat)
Newsgroups: rec.games.frp
Subject: Re: CHAMPS:  European Enemies Questions
Date: 8 Apr 92 14:41:47 GMT
Article-I.D.: splinter.RATINOX.92Apr8104147
Reply-To: ratinox@splinter.coe.northeastern.edu (Rich Pieri)
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
In-reply-to: sasha.bbs@cybernet.cse.fau.edu's message of 5 Apr 92 21:41:01 GMT
X-Signature-Virus-Protection: Version 1.51
X-Quote: "His mind is like a steel trap... full of mice."
X-Quote: -- Foghorn Leghorn
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]

>>>>> On 5 Apr 92 21:41:01 GMT, sasha.bbs@cybernet.cse.fau.edu said:

sasha> I was thumbing through a copy of European Enemies at a bookstore and 
sasha> there were three things in it that aroused my curiousity:

As an owner of European Enemies, I would recomend that you not get it. It's
full of confusing typos, poor editing, and some really bad character
designs. Not to mention the confusing hacks (like a +1 Stun multiple
advantage on an Energy Blast).

Euorpean Enemies: Just Say No.

--Rat
--
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
                                                   __        ___ 
Richard Pieri, Northeastern's Stainless Steel Rat/   | /| / /   | The Worlds
Internet: ratinox@splinter.coe.northeastern.edu /__  |/ |/ / /| | Welfare Works
    UUCP: ...!northeastern.edu!splinter!ratinox/   | /| / / / | | Association:
  BITNET: UA_RLP@NUHUB{.BITNET}               /__  |/ |/ / /  | | I will solve
  USNail: 14 Westdale RD  Holbrook, MA 02343 /   | /| / / /___| | any problem
 ICBMnet: 42 deg 1 min N, 71 deg 0 min W    /    |/ |/ /_//_____| for you.
Newsgroups: rec.games.frp
From: MHART00@ricevm1.rice.edu (mason hart)
Subject: Re: ADND2: Suggestions on Warrior
Organization: Rice University, Houston, TX
Date: Tue, 7 Apr 1992 01:03:39 GMT

In article <1992Apr6.144709.9552@infonode.ingr.com>
foxx@foxxjac.Berkeley.EDU (Andrew "AJ" Foxx) writes:

>You should watch the "Green Knight" movie with Sean Connery (?)
>as the Green Knight.  All in green and definitely not a snicker
>was heard.

"Sword of the Valiant" I believe was the title.  It was a bad
adaptation of "Sir Gawaine and the Green Knight" except for Connery's
unexpected appearance in the role of the antagonist.

"If you're not having fun, you're doing something wrong."

-- mason
From: mscs057@vax1.mankato.msus.edu
Newsgroups: rec.games.frp
Subject: RAVENLOFT
Date: 8 Apr 92 18:57:23 GMT
Article-I.D.: vax1.1992Apr8.125724.1679
Organization: Mankato State University

RAVENLOFT

I WAS IN A RAVENLOFT CAMP. WE WERE TRAVELING. I HAVE A QUESTION ABOUT UNDEAD IN
RAVENLOFT. HOW COME THEY ARE SO POWERFUL?

STEVEN "MSCS057" OLSON
From: khise@conquest.ksu.ksu.edu (Martin Andrew Shobe)
Newsgroups: rec.games.frp
Subject: Re: CHAMPS: question on turn sequencing
Date: 17 Apr 1992 11:55:33 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: conquest.ksu.ksu.edu


In article <RATINOX.92Apr17104514@splinter.coe.northeastern.edu>, ratinox@meceng.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat) writes:
>>>>>> On 17 Apr 92 13:30:30 GMT, sasso@flounder.phy.anl.gov (John F. Sasso) said:
>
>>Under 3rd edition, this is true. Under 4th edition, you keep your combat
>>maneuver bonuses/penalties until you get to take your next action, not when
>>your next action phase comes up.
>
>sasso> Can someone give me a page quote on this one?
>sasso> I've yet to find the rule in Champs4.
>
>HERO System Rulesbook, page 152, section: Combat Maneuvers:
>
>``Combat maneuvers can modify the character's OCV, DCV, damage done, or
>other qualities. Any modifiers from the maneuver are in effect when the
>character performs the maneuver until the beginning of the character's next
>Phase.''
>

Your next phase is the one you aborted.  Which is not when you get to take your 
next action.

>In 4th edition, whenever a character's Segment comes up (the Segments that
>his SPD says he can act), ``he may execute a Phase (perform an action).''
>(pg. 139, Phase). Holding your action counts as executing your Phase for
>the purposes of combat maneuver modifiers and skill levels.
>
>--Rat
>--
>||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
>                                                   __        ___ 
>Richard Pieri, Northeastern's Stainless Steel Rat/   | /| / /   | The Worlds
>Internet: ratinox@splinter.coe.northeastern.edu /__  |/ |/ / /| | Welfare Works
>    UUCP: ...!northeastern.edu!splinter!ratinox/   | /| / / / | | Association:
>  BITNET: UA_RLP@NUHUB{.BITNET}               /__  |/ |/ / /  | | I will solve
>  USNail: 14 Westdale RD  Holbrook, MA 02343 /   | /| / / /___| | any problem
> ICBMnet: 42 deg 1 min N, 71 deg 0 min W    /    |/ |/ /_//_____| for you.

Khise@matt.ksu.ksu.edu
From: bell@tigger.cs.unc.edu (Andrew Bell)
Newsgroups: rec.games.frp
Subject: Re: RQ question.
Date: 7 Apr 92 05:56:31 GMT
Organization: University of North Carolina, Chapel Hill

In article <a89gbl4z@cck.coventry.ac.uk> csh019@cch.coventry.ac.uk (Faust) writes:
>In article <1992Apr3.033641.27338@samba.oit.unc.edu> George.Harris@bbs.oit.unc.edu (George Harris) writes:
>>	Are trollkin actually creatures of Chaos?

>	I doubt it since it seems unlikely that the Trolls would tolerate
>	the presence of chaos within their communities. 

Actually,  to some extent they do;  cave trolls are chaos tainted,  yet
some trolls keep them around as "pets."  I suspect Zorak Zorani would be
less likely to do this,  although they seem to tacitly accept that
situation.

>	I think there is a difference between being the victim
>	of the effects of Chaotic magic and actually being Chaotic oneself.

Moreover,  there's a difference between being the progeny of a victim
of chaotic magic and being the victim.  (Whether that means one isn't
chaos-tainted,  or that the taint level drops below some measureable
threshold is another question.)  Korasting(?) would probably have
been chaos-tainted by the assault.

   -Andrew "When's that turkey going to catch up with the RQ Digest" Bell
bell@cs.unc.edu
Organization: Freshman, Drama, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp
Date: Thu,  9 Apr 1992 10:13:42 -0400 
From: Anthony Russell Rosania <ar2j+@andrew.cmu.edu>
Subject: Re: Dealing with "you're sick" syndrome...
Distribution: usa

 Remind people of the numbers of individuals who comit suicide, etc. who
DON'T play D+D, maybe they should have. To be serious, it happens that
D+D is well known (using D+D and AD+D as one entity (for this post)) and
is more widely played and bears the brunt of the punishment. The sad
truth is  the people who comit suicide, etc. are unhappy with their
lives, and try to escape from their lives. What I am getting at is NOT
that they kill,etc. BECAUSE they play D+D but that they play D+D and
kill for the same reason. (Because they do not wish to live in their own
life) So yes ALOT of roleplayers are insane, but removing roleplaying
would not cure that, in fact it may increase it. What happens when a
non-murdering roleplayer who is crazy, loses his escape from reality. He
may turn to more realistic and dangerous escapes. An interesting
editorial about 2-3 pages long appeared in a Dragon a while back. It
cites actual evidence and sources (including law enforcement experts)
that disprove any relation between roleplaying and crime. A filnal note:
you must also realize that the attacks made on D+D are usually made by
the parents who have lost a child do to a suicide, where the child may
have lost sense of reality, these parents need to blame something so
they blame the game. If people didn't have D+D to get wraped up in, they
would find something else.

							Ant
From: mark@trillian.jsc.nasa.gov (Mark Manning)
Newsgroups: rec.games.frp
Subject: Some dopey Riddles
Date: 7 Apr 1992 22:16:28 GMT
Organization: Simulacron I

1. What has six eyes,
   Six arms,
   Six legs,
   Three heads,
   And a very short life?

   (This was taken from an old old old Monkees TV show.)

2. What is it that speaks without any words?
   And can be loudly, and distinctly heard?
   Will drive away friend, and foe alike.
   And is enough to make a stolid man's face alight?

3. What must be in the oven yet can not be baked?
   Grows in the heat yet shuns the light of day?
   What sinks in water but rises with air?
   Looks like skin, but is fine as hair?

4. Little Johnny Walker,
   My, but he was a talker!
   Yet nary a word did he say!
   When I took him out,
   Then they would all point and shout!
   And ask that I put him away.

   (This is NOT a dirty riddle.
    So get your mind out of the gutter!)

5. Two legs sat upon three legs with one leg in his lap.
   In comes four legs, grabs one leg, and runs off with him.
   Up jumps two legs, grabs up three legs, throws it after four legs,
   and makes him bring back one leg.

   Who is everyone?

More later....
Newsgroups: rec.games.frp
From: apearlma@magnus.acs.ohio-state.edu (Andrew Pearlman)
Subject: Re: CHAMPIONS: Endurance Batteries
Organization: The Ohio State University
Date: Thu, 16 Apr 1992 04:00:23 GMT

In article <=mzj-td.bitbug@netcom.com> bitbug@netcom.com (James Buster) writes:
>This is absolutely not true for 4th Ed. Endurance Reserve. Given the
>cheap cost of Reduced Endurance, only morons, or people whose special
>effects demand it, would use Endurance Reserve.
>
>A simple example should suffice:
>
>	10d6 EB, 50 active, 5 END/use
>		Reduced endurance on EB, to 0 END, 25 pts
>
>	Endurance Reserve for EB
>		To use the power every phase, not counting pushing,
>		you need (for 5 SPD) 25 REC (25 pts) and 25 END (2 pts),
>		for a total of 27 pts. If your speed is higher, or if
>		the power is larger, the cost penalty gets even worse.
>
>		When you consider Power Limitations, the cost gap
>		widens, as Limitations can be placed on powers with
>		Reduced Endurance, but *not* on Endurance Reserve.

Counter example:  Character with 46 end, 8 Rec.  Sell off 26 end for -13
points.  Buy 50 End Battery and an 8 Rec with it.  Run all powers off of
it.  Run Strength/Running/Breathing off your 20 end.  For 0 cost you
now have effectively 66 end and 16 Rec(8 for stun).  Not bad, eh?  Your
example is silly.  End reserves minimax when being used with powers that
use full end and can run out.  You can also use End Reserve with several
powers at once.

Limitations can be placed on powers with Endurance Reserve.

Andy Pearlman
Newsgroups: rec.games.frp
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Re: CHAMP:  1/2d6 vs d6-1
Organization: Rensselaer Polytechnic Institute, Troy NY
Distribution: usa
Date: Thu, 9 Apr 1992 23:03:26 GMT

In article <1992Apr9.204732.13300@ctr.columbia.edu> vcf1@cunixa.cc.columbia.edu (Victoria C Fike) writes:
>In article <2w4t0c#@rpi.edu> cleggp@aix.rpi.edu (Paul Jason Clegg) writes:
>>When do you use "xd6-1" vs. "x 1/2d6" for things like killing attacks?
>>According to the "DC" table, they're both on the same "level", but:
>>1) They never really explain how to use the "d6-1" concept in the rules, and
>>2) It would seem to me that the "d6-1" is better than a 1/2d6, and thus
>>   shouldn't be considered "equal".
>
>What's the difference?  Well, a 1 1/2d6K means you're rolling 2 dice for body, 
>cutting one in half, and one die for the stun multiplier.  2d6-1K means you're
>also rolling 2 dice for the body (but totaling them normally!) and one for the
>stun multiplier, but *subtracting an extra 1 from the multiplier*.  I believe 
>they work out similar, pointwise, so it's a matter if you're wanting to do more
>body or stun.  Or, more likely, you can only play with dice halves :-) if it's
>a strength-based (incl. martial arts) attack.

Not that I don't believe you, but I've never seen anything to make me believe
that the "2d6-1K" refers to rolling 2d6 BODY, and an extra -1 STUN multiple.
Could you give me a reference as to where that's stated, or even IMPLIED in
the rules?  I've always been reading a "2d6-1K" as 2d6 (totalled) subtract
1 point, having nothing to do with the STUN multiple.

...Paul

|FQT 1.10| Castration takes balls.
From: jrp2315@rigel.tamu.edu (PENICK, JASON ROBERT)
Newsgroups: rec.games.frp
Subject: Re: Shadowrun
Date: 8 Apr 92 21:14:00 GMT
Organization: Texas A&M University, Academic Computing Services
News-Software: VAX/VMS VNEWS 1.41

In article <1992Apr8.145725.5086@acsu.buffalo.edu>, v076jy2p@ubvmsd.cc.buffalo.edu (Cosmo Of The Cosmos) writes...
>>You can carry a Panther. HMG are vehicle mount only. Panthers are fired with
>>Firearms and HMGs must be on a tripod and use Gunnery. There are no target
>>mods for assault cannons (singel shot!) and to hose someone with a HMG or
>>a minigun you need recoil comp up the swanee river, if you catch my meanin'.

>Nahhhh... Panther Assult cannon with a reactive trigger, smart gun variant
>Ultra sound sight, and a underslung grenade launcher (w/reactive trigger)
>and IP offencives.


>So the mage can cast acid bomb?  Big hairy deal.


>					-Jeeves the rigger


	Panther? Firearms? Did miss something?
	
	First off, just a matter of size...
	
	The largest assault rifle available is 5.5 kilograms. That's about, 
what, 11 pounds? The Panther is 18 k. Around 40 lbs.
	The light machine gun (also a gunnery-using heavy weapon) fires a
30 cal round. Not much larger than a hunting rifle, and considerably smaller
than a sniper rifle. The cannon fires a 20mm anti-big-nasty-armored-thing
HEAT round.
	The panther (assault CANNON) is designed to be a squad support weapon.
That's why it's so much more expensive. One guy out of a group is supposed to
carry this to shell enemy forces. It's NOT a sidearm! (Regardless of what my
players think.)

	Pant, pant.

	Sorry. Assault cannons are a pet peeve of mine.


		Tico


Newsgroups: rec.games.frp
From: mavra@cpac.washington.edu (Peter D. Adkison)
Subject: A personal msg for Jon of WymrWorks
Organization: Wizards of the Coast, Inc.
Date: Fri, 10 Apr 1992 15:15:31 GMT

Hey bud, I lost your e-mail address by accident (Christ I hate Unix).
Anyway, I say down and composed a rather lengthy reply to your letter
and would like to send it to you if you'll send me your e-mail
address.  Thanks!

				--Mavra!
				  Peter D. Adkison
				  Wizards of the Coast, Inc.
				  mavra@blegga.cac.washington.edu

The above internet address should be used for e-mail if it is
different from the e-mail address in the header.
From: sue%miracle@merk.com (The Dragon Queen)
Newsgroups: rec.games.frp
Subject: Re: AD&D:  Problems with 1st ed. Bard
Date: Tue, 07 Apr 92 17:55:20 EST
Organization: Miracle Computer Consultants

brunner@kazoo.ssd.loral.com (Brian Brunner) writes:

>A bard advancing in fighter, thief, and mage as well as bard?
>chaotic good alignment?
>non-standard familiar?
>Rape like this gets you 5-20 years.

I was thinking death would be a more suitable punishment. :-)

>How to correct this... Assuming a relativly rules-normal world:
>The foo-dog (CG) cannot  stand the NG required alignment of the
>Bard, and drops an ultimatum... either DROP the bard business
>and stay mage-fighter-thief (advancing in only ONE of those classes)
>OR the foo-dog leaves and TAKES THE SPELLCASTING ABILITY,
>leaving the character a fighter-thief-bard, advancing ONLY in BARD.
>PS The fighter class level must be between 5 & 7 inclusive. The thief
>class level must be between 5 & 9 inclusive.

He is -- he's a Fighter 7th, Thief 8th, MU 9th, and Bard 10th.  Oh, and
he used to be Chaotic Evil, with a Quasit familiar.  The quasit died, and
he decided he wanted a good familiar, so.....

>If he dabbled in magic and left it for fighter->thief->bard, why...
>and is a knowledge of his mage abilities offensive to the Druids that
>he needs for teachers?  Is this character also accumulating
>non-weapon proficiencies that indicate he is a craftsman of three
>different varieties and a whiz at a few others?

I talked to the guy who DMed this game before me.....he said that the
guy started the character as a Fighter/MU, and from the start intended
to be a Bard.  Also, the Druids don't find him offensive.  The Druids
don't even know him.  His opinion is that the Druidical studies that are
part of being a Bard are not worth his time and effort, so he's conveniently ignoring them.  In other words, he doesn't want to have to
work with wimpy low-level spells, so he's ignoring that aspect of the
character.

>This looks like a powergamer... balance the power. I'd even
>consider retiring the character for a while (until he is the weakest,
>not the strongest, in the party.


DEFINITELY a powergamer!  Are you kidding?  This guy is king of the
Munchkins!

I don't know if I really want to retire the character totally.....this 
guy tends to be something of a crybaby when you so much as scratch his 
character.  But I bet I can dig up a few NPCs that can cut him down to
size..... ;-)



---
|	  _\|/_          |This posting compliments of The Dragon Queen|
|	 /     \         |                                            |
|      	| O   O |        | Any imaginative suggestions about what can |
|__ooo__|___ ___|__ooo__ | be writen in this box are welcome at:      |
|  UUU      U      UUU   |           sue%miracle@merk.com             |
Newsgroups: rec.games.frp
From: stinerkt@NeXTwork.Rose-Hulman.Edu (Kevin T Stiner)
Subject: Re: Inspired character names
Reply-To: stinerkt@NeXTwork.Rose-Hulman.Edu (Kevin T Stiner)
Organization: Rose-Hulman Institute of Technology
Date: Wed, 15 Apr 1992 19:58:39 GMT

I played a mage in AD&D who had all 9's for ability scores and I called  
him Flash the Average.

I also played two characters in Marvel Super Heroes:

1:  Doctor Mysterious was a normal human with absolutely no powers running  
around with Advengers level Superheroes.

2:  I had a waked out character with all these strange molecular powers  
which I called The Molecular Color Creator <--kinda corny

I played a character in CHAMPIONS who had shrinking and flight and with a  
TV salesman's voice, he said, "I am the BOMBASTIC BUG GUY!"

THOSE ARE MY CORNIEST

Kevin T. Stiner
Newsgroups: rec.games.frp
From: vocilka@opal.cs.tu-berlin.de (Frank Vocilka)
Subject: Re: ADND2: Help with Dual-Class
Organization: Techn. University of Berlin, Germany
Distribution: fb20
Date: Mon, 6 Apr 1992 11:06:34 GMT

wildcard@nevada.edu ( WildCard !!) writes:


>My problem:
>	There is a character who wishes to be dual-classed.  He has all the
>	requirements met, but I don't understand something.  It says in the
>	PHB that duals only get their hit points and statistics carried over.
>	What about weapon and non-weapon proficiencies? If he's switching to
>	a fighter class, does he start clean over without *any* knowledge?
>	Could he spend a new proficiency slot and be specialized in a weapon
>	that he *had* a proficiency for and is usable by both classes?
>	Is he penalized for using skills he learned under the old class?
>	When he starts over in the new class, does he get *just* the slots
>	alloted to a first level character? It seems kinda silly to me that
>	a character would be "reverting back to his old ways" by using his
>	knowledge as a....weaver for example.  Let's say I'm fretting over
>	nothing and he gets to keep his old proficiencies, does he get new
>	slots? (ie would the "new" fighter get 4 weapon proficiencies also)
>	Could I get your input on this. I'm not a AD&D2 Guru yet (Too many
>	games, too little time).  Am I missing something?  I'd appreciate
>	*any* info from "offical sources" to house rules.
  
  You answered your question right in itself. As the PHB states the character only
gets his hp and stats. Period. He gets all the skills and abilities associated with
his new class (including the proficiency slots). Don't forget that the character 
does not loose his skills, but is just penalized for using them as long as he has
not achieved a higher level in his new class (or was it the same?) than in his old
one. This, like most of the AD&D rules, is not because of logical reasons but for the
sake of the game balance. Of course one could argue that the proficiencies of the 
character could be carried over, esp. as the rule you stated is directly taken from
the 1st ed. rules, where all abilities belonged directly to the character class and
the only "common" ability had been the weapon proficiencies.