HDTenEightyP/NetNews huggingface dataset:
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Date: 16 Dec 92 07:57:14 GMT
Organization: Georgia Institute of Technology

In article <752@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:

>	Maybe because most people looked at the rule that says "helms
>shut off psis" and realized how ridiculous that rule is, and jettisoned
>the rule. 

That rule is perfectly analogous to the "no armor" rule for mages.  Did
you jettison that rule as well?


-- 
Jorge Diaz                       | "I want you to remember, Clark... in all
Georgia Institute of Technology  |  the years to come, in your most private
Office of Information Technology |  moments...my hand at your throat.  I want
ccoprdj@prism.gatech.edu         |  you to remember the one man who beat you."
Newsgroups: rec.games.frp.dnd
From: ddj+@cs.cmu.edu (Doug DeJulio)
Subject: Re: how to imprison a psionicist ?
Organization: School of Computer Science, Carnegie Mellon
Date: Sat, 19 Dec 1992 00:20:29 GMT

In article <1992Dec17.113925.1@ulkyvx.louisville.edu> tfpayn01@ulkyvx.louisville.edu writes:
>	Com'n people, read the rules!  Why are Psionicists wearing so little
>armour in the first place? METAL disrupts psionics, just like mages, moreso if
>it's around the head.
>
>	PAGE 16, CPH, 2nd Paragraph, 2nd Sentence.
>
>	"But if the psionicist is wearing a normal (READ THIS) helmet of any
>	sort, he cannot use his powers."
>
>
>	SO, simply put a helmet, ANY helmet, on your psi-head and VOILA! one
>mute psionicist.

One correction here.  The helmet does NOT have to be metal.  Leather
armor includes a leather helmet, padded armor includes a padded
helmet, and hide armor includes a hide helmet.  Of any sort -> not
just the metal ones.

On the other hand, if it's a magical helmet that bestows mental powers
(eg. a helm of telepathy), then the psionicist *can* wear it, with no
affect on psionics.  This is stated elsewhere in the rules in the
CPsiHB (I can get a reference when I get home later tonight).

Note that I'm not saying that's the way YOU have to play it in YOUR
campaign, I'm just saying that's what the rules as printed have to say
about it.
-- 
Doug DeJulio
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Fri, 18 Dec 1992 20:18:14 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: PC vs. Player INT
	<BzCwM1.FJ6@undergrad.math.waterloo.edu>



>>       In fact, since I use the bell curve to represent INT, most gamers
>>start at 16, average 17-18, and go on from there...
>>
>16-17-18 intelligence? We're talking the top 5% of the population here (if
>we assume 3d6 for intelligence--by AD&D1's claim that int=IQ/10 we're talking
>the top 1% of the population).  Believe me, I know it, most gamers do not
>fall in this range.  

Actually, using AD&D's rule, that 16 INT plus is much smaller than 1%
of the population.  Only 2% of the population has an INT of 13 in AD&D
terms.  So 16 INT is *considerably* less than .5% of the population,
either you play with very select company, or you're using 16 INT
equals top 5% (converting 3d6 bell curve to percentages).  Which is
still pretty impressive.  I don't think most groups are this
intellectual.  I've seen some that are intelectually oriented, and
I've seen some where the most important thing was killings the orcs in
the next room (over and over and over...).  I disagree with your
generalization about gamers.  

>Most gamers are NORMAL PEOPLE.  
I'll assume you mean from an intelligence standpoint :-)

	joe
From: Ordania-DM@cup.portal.com (Charles K Hughes)
Newsgroups: rec.games.frp.dnd
Subject: Re: More Wishes!
Date: Sun, 13 Dec 92 12:42:41 PST
Organization: The Portal System (TM)

Bane wrote:
  [ our DM screwed us when we wished for 4 powerful weapons.  We play in
RavenLoft. ]

  And the answer is...
	*I* don't think your DM should have screwed you over; however...in
the ravenloft settting Strahd controls all wish magic - so he can screw
with your wishes all he likes. :)  IMHO, the DM could have achieved the same 
result with much less player hostility - he could have given you the weapons,
and then had them disappear after the short term enemies were disposed of.
This would have pleased you (more than being slaughtered in any case),
Strahd (he likes prolonged terror, not quick death), and the DM (the party
loses their wishes, their other magic, and their weapons...what could be
more terrible for the players? :)

Charles_K_Hughes@cup.portal.com
Newsgroups: rec.games.frp.dnd
From: cbnorman@cayley.uwaterloo.ca (Bruce Norman)
Subject: Re: how to imprison a psionicist ?
Organization: University of Waterloo
Date: Wed, 16 Dec 1992 14:50:35 GMT

Re Helmets and Psi:

  I would personally interpret this rule as meaning that metal in close
proximity to the brain tend to disrupt the use of psychic energy (so if you
have a sword stuck through your brain--no psi for you! :)  You can then
arbitrarily set a certain distance after which psi is no longer imposible, and
acknowledge that, say, the upper half of the cranium must be entirely
enclosed by this metal for it to have its dampening effect.  I'd say, for 
that the metal would have to be within one inch of the skull.  We now have
a logical justification for the "helmet" rule.  We may say, "well, it's only
for play ballance", but so what? As long as a play-ballance rule can be 
logically justified, why not use it? Same reason why mage's don't wear armor.
We all *know* it's because they'd be too tough if they did, but we logically
justify it, and thus it's ok.

  And yes, with this set of rules I would let a psi wear a leather helm.
From: cb317@cleveland.Freenet.Edu (Stephanie J. Kessler)
Newsgroups: rec.games.frp.dnd
Subject: Re: Silver Piece Standard
Date: 11 Dec 92 21:21:27 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I believe the accepted weight is 80 coins to the pound.  I seem
to recall an article about money in an issue of DRAGON mag, with
several different types of monetary systems, including the
introduction of the bronze piece (which we sometimes use).  10
coins makes me this of coins the size of pancakes for some reason,
they would just be either so heavy or so big, who could carry any
without being encumbered?
-- 
The United States is a nation of laws:  badly written and
randomly enforced.     Frank Zappa

cb317 @ cleveland.Freenet.Edu
Newsgroups: rec.games.frp.dnd
From: alongley@cape.UWaterloo.ca (Allan Longley)
Subject: Re: Druid Shapechange
Keywords: humanoid forms
Organization: University of Waterloo
Date: Tue, 15 Dec 1992 14:24:30 GMT

In article kjenks@gothamcity.jsc.nasa.gov writes:
>The PHB's (both v1 and v2) say the Druid can change into mammal, bird
>and reptile (once each per day).  Does the mammal form include humanoids?

This druids ability to shapechange is taken from the Celtic tale of Amergin,
The Great Druid of the Sons of Mil.  Amergin could change his form to that
of a bird, repitle, or animal.  It was never mentioned that he could assume
other human forms.  In the spirit of the origins of the AD&D druid ...
Druids cannot assume a different humanoid form. 

-----------------------------------------------------------------------------
Allan Longley, University of Waterloo, Department of Chemical Engineering
e-mail: alongley@cape.uwaterloo.ca
voice: (519) 885-1211			Amergin also knew the age of the
home: (519) 746-1498			moon.
-----------------------------------------------------------------------------
           "Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"              
-----------------------------------------------------------------------------



Newsgroups: rec.games.frp.dnd
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: simple AD&D 2nd Ed. Qn's.
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Wed, 16 Dec 92 03:28:24 GMT

In article <1992Dec15.162506.11221@mnemosyne.cs.du.edu> jwolf@nyx.cs.du.e
u (The WolF) writes:
><1992Dec15.111249.1@cc.newcastle.edu.au> stcak@cc.newcastle.edu.au write
:
>>I have a query regarding AD&D second Ed.
>
>>Can a short bow fire Sheaf arrows? Why or why not?
>
>Nope.  They're too heavy (and possibly too long) for the short bow.
>(Besides, its in the rules!  :)
>
>>Are any characters assumed to be proficient with a dagger automatically

>
>The only weapon a character is automatically proficient with is his fist
.
>Though, some to get free weapons proficiencies and/or are required to
>take specific proficiencies.
>
>>Thanks,
>>Craig.
>
>No problem!
>
>Jon WolF - Je tape, donc je suis.


According to the D&D Rules Cyclopedia (I know, it's not Advanced,
but don't have a cow...), demi-humans start off at basic pro-
ficiency with any weapon they can use--which certainly gave my 
party's human fighter fits when he found out about it.  :-)

--
Chris Meadows  | Editor of Robotech: The Misfold; author of other               
CHM173S@SMSVMA | Robotech/Rifts stories; DEFENDER of PALLADIUM BOOKS!!!         
CHM173S@VMA.SMSU.EDU   | NOTE: I will be on vacation 12/17 to 1/10; if          
CMEADOWS@NYX.CS.DU.EDU | important, please email; posts tend to expire.
From: young@spinifex.dg.oz (Philip Young)
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Date: 15 Dec 92 01:36:38 GMT
Organization: Data General Australia

Two methods come to mind:
1) Knock him out, cast Know Alignment. If he turns out to be Lawful, get
   him to agree not to escape (this is left as an exercise for the student 8^).

2) Butcher a sheep or somesuch, extract two goodly lengths of vein/artery.
   Set some needles into a board, press the plumbing onto the needles,
   making sure you leave a couple of feet of tubing either end.  Seal the
   needle/tube interfaces with a suitable salve.  Oh yes, nail the board
   to a wall.  Now, cut the psionicist's arms off above the elbow, connect
   exposed arteries to one end of tube, veins to the other (probably need
   a cleric for this), one tube for each arm.  Now if he tries to teleport
   away, either the tubing will stay nailed to the board, in which case
   he'll bleed to death in fairly short order, or they'll go with him and
   he'll still bleed to death from the nail holes in the tubing.  Since
   the makeshift blood vessels are foreign matter, cell adjustment won't
   work.  You might offer to regenerate his limbs if he behaves himself ...
   some day.

   Even if he gets away and survives, at least he'll be armless!  

-- 
Philip R. Young                   | Sir Lloyne might rib his friends,
Data General Australia Pty. Ltd.  | but he always gets in for his chop.
 
Newsgroups: rec.games.frp.dnd
From: gujn@uniwa.uwa.edu.au (Jeremy Nelson)
Newsgroups: rec.games.frp.dnd
Subject: Re: Bastard DM from Hell &a matter of Honour
Date: 18 Dec 1992 17:30:53 +0800
Organization: The University of Western Australia
NNTP-Posting-Host: uniwa.uwa.edu.au

Just to add a small drop in the ocaen...

Torture and other acts which we find personally repulsive should be
considered from the perspective of the society of the individual.

In many cases a Paladin would be able to justify torture to both himself
and his religion/god/cat/armadillo, on the simple bases that what he is
doing is for the good of the tortured.

'Repent, brother, and save your soul.  Admit to your crimes.'
"But I don't KNOW, I don't know!  I repent, I repent!"
'Ah brother, the devil speaks with your tongue.  Know that what I am
about to do hurts me more than it hurts you...'

Of course WE condem that as evil.  We say those are just excuses for
torture.  But the torturers of the inquisition probably believed,
honestly and sincerely, that they were fighting the devil incarnate,
saving a sould from an enternity of torture.  With those sort of stakes,
what sort of wimp is going to decline from torturing someone?  Any
excuses are just that, excuses.

Evidently, however, the campaign world did not have these sort of
values, or degree of fanaticism. (Evident from the DM's attitude in his
postings.)

In those cases, the Paladin shrugs eloquently, dispatches someone for a
mage or a cleric, or failing that, hands the thief over to the law.

What may sound like sophistory to us may well be justifiable attitudes
for a Paladin faced crime in a society always on the verge of anarchy
and disorder.

-- 
Jem.  Jeremy Nelson.  gujn@uniwa.uwa.edu.au       :\  =>  :) 
Newsgroups: rec.games.frp.dnd
From: tel002@dunix.drake.edu (Tim "Spock" Larson)
Subject: Re: bards
Organization: Drake University, Des Moines, Iowa, USA
Date: Sat, 12 Dec 1992 16:56:26 GMT

In article <1992Dec11.181002.18414@husc3.harvard.edu> alvalent@husc10.harvard.edu (Alvin Valentine) writes:
>I think you have the wrong idea about the Bard's Handbook.  They aren't
>really kits.  They're actually about 20 different variants of the bard sub-
>class.  Unlike normal kits, they don't add a little and offset it with a
>hindrance.  Instead, the class gets none of the special abilities listed
>for bards in the PHB (raise morale, legend lore, etc.).  Instead, you get
>abilities based on your bard type.  NWP work the same way.  You get what
>it says in your bard description INSTEAD of the ones in the PHB which are

Yes, but four free NWP is way too many in any case.  Look at the beggar kit
in the CTH.  It got four free NWP as its big bonus for being otherwise so
pathetic.  Now they turn around and give all the bard kits four?  NOT.

>now called True Bards if I'm not mistaken and are also listed in the book.
>
>I must agree with you on some of the Bard types, though.  I have a 
>Thief-Acrobat with a 19 DEX and an average Jongleur can almost automatically
>outperform me.  Blades are actually better than some fighters.  What is
>a person to do, eh? 

A Blade CANNOT outperform a fighter.  The only real combat bonus he gets is
being able to fight with 2 weapons with only a minor penalty instead of a big
one (unless you fight in the dark and you can use his blindfighting for short-
range missile weapons as well).  Oh yeah, he gets a parry (defensive spin),
that protects him just like the one in PH (AC raised by level/2) plus it
does damage on anybody that manages to hit him through it anyway.  A Blade's
THAC0 still sucks.  He's all bark and no bite.  (This is still one of my
favorite kits...with gallant and whistler.)
I think I will have to go back and compare the jongleur with acrobat.  This is
the second time I've heard a comparison making the jongleur more powerful.

> 
>
> 
>Later,
> 
>Lee Valentine

As I said, give the bards only 2 free NWP.  Don't let bards multi- with
thieves.  That will solve alot.

Tim
TEL002@acad.drake.edu

Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Fri, 18 Dec 1992 21:03:23 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: how to imprison a psionicist ?
	<BzELBp.5y8@sci.kun.nl>




>Why not, the psionicist is hightly underclassed at higher levels as it
>is.
Different ideas of underpowered.  The limiting factors on psionicists
is their PSP.  At high levels this limit is made much smaller since
psionicists can now power their abilities.  

>  The only advantages he has left are the fact that he can still
>functione while under spells like hold person and that his powers
>aren't obvious.
Seems like a huge advantage to me...

> For the rest he's a whimp (especially if he doesn't have at least 3
>stats of 17 or higher)
Wimp?  No.  


>The best psi-system I've found sofar is the one GURPS uses but I
>haven't had time to adapt this to AD&D yet.
Do you define 'best' as 'most unbalanced'?  Tell me which of following
100 point characters is cooler:
	someone who can teleport himself anywhere in the universe
	someone who can teleport himself (and most other things)
 	  anywhere in the galaxy
	someone who can mentally control anyone anywhere in the galaxy

Psionicsts in gurps were horrendous, I think even Sea Wasp would tone
them down a bit...  They were no where close to the power level of 100
point characters of standard gurps.  GURPS has the problem of you get
high skills by buying high attributes and putting a few points into
the skills, psionics just amplifies this.

	joe
From: tfpayn01@ulkyvx.louisville.edu
Newsgroups: rec.games.frp.dnd
Subject: Forgotten Realms Mud>>>README**<<<<<<<
Date: 16 Dec 92 18:38:30 GMT
Organization: University of Louisville



	'Cos of the HUGE response to my posting of the Forgotten Realms Mud,
there seems to be a LOT of people who don't know WHAT a Mud is ('cuse my
English ;)).

	SO, for all those interested, check REC.GAMES.MUD, .MUD.ADMIN,
.MUD.ANNOUNCE

	They post a FAQ that explains in Three parts WHAT a mud is, HOW to get
there, and WHAT TO DO once you get there, including tips/pointers.

	
	Yes yes yes dammit, I know THIS GROUP isn't the place for Mud stuff,
but TOO many people are asking TOO many questions, so chill.  Put the napalm on
ice.

	In FACT, if you have to flame, send it DIRECTLY to ME, and use the
Subject 'FLAME MUD' so I know WHAT you're talking about and WHO to send the
virus to.  Thanks for your cooperation ahead of time!
 

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Date: 17 Dec 92 04:19:31 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd3.cis.pitt.edu

In article <1992Dec16.143729.4677@spcvxb.spc.edu> 6anthony_m@spcvxb.spc.edu writes:
>> 	Maybe because most people looked at the rule that says "helms
>> shut off psis" and realized how ridiculous that rule is, and jettisoned
>> the rule. 

>Well, if you are going to change the rules, how can you complain that 
>psionicists are too powerful?

	I don't. I don't believe any class I've ever seen seriously presented
(i.e., not the "munchkin" class) is "too powerful".

  And I think the helmet rule comes from the fact
>that if you wear a metal helmet on your head it is VERY uncomfortable and very 
>hard to concentrate when you have a 5 pound peice of steel on your head.  

	I've heard this assertion from several sources. I've not seen any
evidence to back it up. Sure, it's uncomfortable at first, but a properly
fitted helm is going to be quite comfortable once you get used to it --
especially in cold climates.

>So I guess you allow mages to wear helmets too?  Hell, why not allow mages to
>wear full plate armour as long as they cast spells that are only verbal.

	I do. With a little practice, they can cast even somatic spells in
armor. If they leave off the gauntlets, they can manage most spell components
too.


                                 Sea Wasp
                                   /^\
                                   ;;;
From: tstark@access.digex.com (Timothy M. Stark)
Newsgroups: rec.games.frp.dnd
Subject: Request: AD&D Catalogue lists
Date: 15 Dec 1992 02:28:13 GMT
Organization: Express Access Online Communications, Greenbelt, MD USA
NNTP-Posting-Host: access.digex.com
X-Newsreader: Tin 1.1 PL3

Hello Everyone:

     I am looking for a mail order company that can handle to sell complete
advanced dungeons and dragons 2nd editional stuffs and other stuffs.
Does anyone have a listing of that? If so, please send me it as soon as
possible. If so, I will appericate that! Thanks you!

-- Tim Stark

--
Timothy Stark               Internet1: tstark@access.digex.com (Preferred)
837 North Van Dorn St       Internet2: tstark@netcom.com
Alexandria, Va. 22304-2723  TDD: (703) 212-9731 Pager: (703) 702-4078
"Washington, DC is the most deaf population!! -- Gallaudet University"
Newsgroups: rec.games.frp.dnd
From: kinsler@physics.uq.oz.au (Paul Kinsler)
Subject: Level Limits
Keywords: AD&D, races, experience
Organization: Physics Chaosium, The University of Queensland
Date: Tue, 15 Dec 1992 22:55:28 GMT

Now I know that a lot of you guys *hate* the level limits for the
sub-human ... oops ;-) ... I mean non-human races, but I don't want 
to hear about that. What I do want to know is if anyone has 
"softened" the limits in some fashion (eg by doubling EXP costs to 
rise to the next level), and how that worked out.

-- 
+soluble fish+
"You people, you do not see the grandeur in the wind and stone and stars,
 in the blood and fire and iron - but paint only the flowers."
From: scythe@stein.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.frp.dnd
Subject: Re: A question on aging.
Date: 11 Dec 92 22:36:48 GMT
Article-I.D.: u.1992Dec11.223648.3531
Organization: University of Washington, Seattle

In article <2521@cix.cict.fr> maillet@tls-cs.cert.fr (Luc Maillet) writes:
>In article <77920@hydra.gatech.EDU>, ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>|> In article <1992Dec9.020646.24980@organpipe.uug.arizona.edu> corleyj@helium.gas.uug.arizona.edu (Jason D Corley ) writes:
>|> 
>|> >Try this--magical aging is not merely physical, it is psychic as well.
>|> >The nervous system, the physical basis for consciousness, if aged,
>|> >might produce the same urges.
>|> 
>|> No, it's not psychic.  As another poster already mentioned, the effect
>|> is only physical, so you suffer the Str/Dex/Con penalties, while not
>|> gaining the Int/Wis bonuses.  Bummer, huh? :-)
>|> 
>|> >Besides, infinite elven aging is too munchkinish.
>|> 
>|> Agreed.  However, Elves cannot age infinitely.  Yes, after a certain
>|> number of centuries they feel the urge to travel to <wherever they
>|> go>.  However, they will eventually die out.  Everything dies.  Stones
>|> erode.  Islands sink into the seas.  Even stars die out.  There's no
>|> reason to believe that Elves have physical immortality.  I think
>|> after about 1200 years, elves will die of old age.
>
>  That's YOUR vision of elves. It is widely known that many fantasy authors
>( excluding T$R-published ) don't share it.
Yeah, but in a book it's much easier to control characters than it is in real
life.

>
>  But the main point of elven physiological immortality is : who cares ? Does
>it changes anything in a campaign ( which develops at a human pace ) ? Does it
>give elves tremendous advantages on the spot ? NO. So, why forbidding immortal
>elves.
>
>  I'd say that I've encountered both T$R-like ( rather small, and long-lived )
>and Tolkien-like ( rather tall, and immortal ) elves side by side in the same
>AD&D adventures. They were different, but they were still elves. They never
>discussed such strange topics as old age and death. That didn't affect their
>present state. So, once again, who cares ?
>
>								Redwing


Ummm... actually, it does make a big difference.  First of all,
any immortal race is going to be extremely knowledgable.  All elves
should know a *lot*.  You'd need to have an elven scribe in every court.
There would be no need for books of history.... just make sure an elf knows,
and...  And shouldn't elves be able to gain exp for a long time? So all
elves should be 20/20/20, since they have all the time in the world
(literally).  And if a PC wants to know something, if he can't think
of the answer, then is father should have heard of something.  And how about
the population problem?