HDTenEightyP/NetNews huggingface dataset:
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Scrolls and spells
Date: 30 Aug 92 22:33:09 CST
Organization: Stephen F. Austin State University

In article <RANNOU.92Aug29030456@zuse.info.polymtl.ca>, Rannou@info.polymtl.ca (Patrick Rannou) writes:
> In article <1992Aug28.014141.17465@latcs1.lat.oz.au> barton@latcs1.lat.OZ.AU (Douglas P Barton) writes:
> 
> 
>    Can an MU copy a spell from a scroll to his spell-book?
> 
>    i have just argued with another, more experienced player, that
>    an MU should be able to do this, otherwise an MU of any level
>    should be able to cast the spell on the scroll with near automatic
>    success...
> 
>    Reasons:
>    if the spells on the scroll are just trigger words to release the
>    inate power from the scroll, then the spells would be uncopyable
>    BUT the MU (of any level) should be able to cast the spell with none
>    of the normal disadvantages such as ageing etc as the power is
>    transmitted/channeled through the scroll (hence the disintegration
>    of the scroll when all spells are used up)
> 
> Yup. But strictly according to 2nd ed rules, a scroll is morel ike your
> first version: needs only triggering.
> 
> So a scroll CAN'T be copied, but it can be used to gain INSIGHTS on a
> spell, and thus helps spell reasearch. The rules say using "up" a spell
> specifically to gain insight on it halves the time and cost used for spell
> reasearch.
> 

	I have to agree with this. Scroll spells are specifically made for 
casting, not learning. The scroll spell is basically a 'compiled' version of 
the spell, ready to run and with a fixed effect. 

Brandon Cope
From: alvalent@husc9.harvard.edu (Alvin Valentine)
Newsgroups: rec.games.frp.dnd
Subject: Set to talk about Set
Date: 27 Aug 92 03:35:37 GMT
Article-I.D.: husc3.1992Aug26.233538.15140
Organization: Harvard University Science Center

I've heard all sorts of bloody variants on Set.  Half portray him as some
strange lookin' dude with some strange head.  Others portray him with the
jackal head which I thought belonged to Osiris' right-hand man Anubis, and
others portray him as some force of evil whose symbol if not head is that of
the cobra, and he is portrayed with Scorpions and Vipers of all sorts.
 
What the heck gives?  Clue on this subject would be appreciated.  Who is the
god?  What's he look like?  Does he have anything to do with venomous thises
and thats?
 
 
Later,
 
Lee Valentine 
 

 
Later,
 
Lee Valentine
Newsgroups: rec.games.frp.dnd
From: impster@ais.org (Charles Budensiek)
Subject: Re: Evil PC's without "Just hack-n-slash" and other problems?
Organization: UMCC
Date: Fri, 28 Aug 1992 18:17:59 GMT

In article <BtpG7p.M79@acsu.buffalo.edu> dudek@acsu.buffalo.edu (David T. Dudek) writes:
[stuff deleted]
>
>How could I as a DM and the players allow Chaotic or Evil characters in the
>party while still adhering to alignment and keeping the game interesting?
>
> 
>
>-- 
>--David Thomas Dudek  aka: the "DUDE"  |  "The opinions expressed are those of
>  University at Buffalo                |   my alter id, and do not reflect     
>  V098PWXS@UBVMS.CC.BUFFALO.EDU        |   gamma rays in any way, shape or 
>  dudek@acsu.buffalo.edu               |   form."

Recently I've been playing a Chaotic Evil dwarven fighter. Surprisingly,
he is currently travelling with a mostly neutral party.
 
Most people seem to get the idea that ALL evil players are simply of the
type that will react to anything in 1 of 2 ways:

1) kill the problem.
2) run away.

Welp, a good ROLE <not roll> player should know the evil does not mean that
one must simply run around the world killing things. My evil characters are
of the scheming, plotting, what's in it for me type. We should add a couple
more reactions to the above then:

3) corrupt the problem and make it agree with you.
4) simply ignore the problem, as it is not of enough significance to bother
   you.
5) coerce others in the party to do the dirty work for you, without them
   knowing it.
 
Put some life into your evil characters, it's fun. And remember, evil 
characters can have friends too.
 
Just my 2 pence,
imp
From: sl9b4@cc.usu.edu (Deep Six)
Newsgroups: rec.games.frp.dnd
Subject: Re: What is with these Katana's?
Date: 2 Sep 92 14:30:18 MDT
Organization: Utah State University

In article <1992Sep1.152747.1@economics.adelaide.edu.au>, ecrjbruce@economics.adelaide.edu.au writes:

>> The masame and nogi-hada styles of Japanese blademaking resulted in
>> 32,768 folds in the steel -- taking a kataha bar, doubling it on itself
>> and welding, repeating 15 times.  Masamune and other famous makers took
>> four kataha and made blades with 4,194,304 layers.
>> 
> Are you serious?  How thick are these things?  4,000,000 layers of say .1mm
> material = 400,000 mm = 40,000 cm = 400metres!

Shit. That's one big whacking stick you got there. I guess the question 
now should be: Why do kantanas ONLY do 1d10!?

Okay,
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chadd VanZanten SL9B4@CC.USU.EDU + ``Charlie don't surf!'' --Big Duke in 
Francis Coppala's Apocolypse Now
Newsgroups: rec.games.frp.dnd
From: dv52151@uxa.cso.uiuc.edu (Axly)
Subject: Re: Question on Armor Class
Organization: University of Illinois at Urbana
Date: Thu, 27 Aug 1992 00:29:09 GMT

hades@coos.dartmouth.edu (Hades) writes:

>    Actually, to get that negative 2 you would need Bracers of
>Defense(AC 2), because according to the rules Plate is too buly for you
>to receive your Dex bonus.

I think you may be misapplying the rules for dex checks in the Complete
Fighter's Handbook. Yes, if forced to make a dex check in armor and
you are using these OPTIONAL rules, these mods apply. In combat, the 
warrior recieves the benefit of the dex and armor both. TSR has come
down time and time again stating this.

Axly
From: canders@isr.harvard.edu (Carl E. Anderson)
Newsgroups: rec.games.frp.dnd
Subject: Re: Why are their level limits?
Date: 28 Aug 92 20:14:13 GMT
Article-I.D.: burrhus.1992Aug28.201413.21976
Organization: Harvard University, Cambridge, MA


	Just thought I'd add that level limits were one of the first things
to go when I started playing AD&D.  We never used 'em.  I can see why
they're there, but they seemed unnatural - and we were good enough
role-players not to need them.
	Whatever works in your campaign or party, I suppose.

Cheers,
Carl

---------------------------------------------------------------------------
Carl Edlund Anderson	            	"Hefi ek ok aldri sva reitt vapn
canders@isr.harvard.edu			at manni at eigi hafi vidh kommit."
OR
anderso2@husc.harvard.edu			- Skarphedhinn Njalsson 
---------------------------------------------------------------------------
Newsgroups: rec.games.frp.dnd
From: slip@sage.cc.purdue.edu (Doolie)
Subject: Re: Two Weapons
Organization: Purdue University Computing Center
Distribution: na
Date: Sat, 29 Aug 1992 17:29:51 GMT

In article <Btqryq.5p7@news.cso.uiuc.edu> rnmg1200@uxa.cso.uiuc.edu (A Lady and her Walrus) writes:
>In article <1992Aug25.195923.16309@bnr.ca> dclayton@bnr.ca (Don Clayton) writes:
>>In article <BtJur3.A5x@acsu.buffalo.edu>, acsoedf@ubvmsb.cc.buffalo.edu (Eric Frohnapple) writes:
>>|> 
>>|> 	One thing I can not understand is the reason why Rangers and
>>|> Warriors can only use a smaller weapon in their off hand when fighting
>>|> with two weapons.  Having some experience with full contact weapon martial
>>|> arts, I can assure you that it is not by any difficulty to use two 
>>|> long swords at the same time.  (In fact it is FAR more effective than
>>|> fighting with a long sword and a dagger.....)
>>|> 	Is this just perhaps a "balancing rule" to keep warriors from
>>|> getting an 18/51+ str, specialization, dex of 16+, two weapons proficiency,
>>|> and at first level having something like 5/2 attacks at +3 to hit and +5 to
>>|> damage?  Or, perhaps, something else?
>>
>>Probably just to make the game playable.  I had one fighter who had 2 scimitars
>>and a 18/89 strength.  He just walked around and slaugtered everything in sight.
>
>I have a term my old gaming group used to use for this type of fighter:
>"The combine harvester who walks like a man." :)
>
>The Walrus

My old gaming group used "Captain Cuisinarte".
-- 
* Gordon Emore	          *   <Place nifty quote here>      *
* slip@sage.cc.purdue.edu *   < Or maybe not >              *
From: rnmg1200@uxa.cso.uiuc.edu (A Lady and her Walrus)
Subject: Re: Rangers and studded leather armor
Organization: University of Illinois at Urbana
Date: Sat, 29 Aug 1992 12:16:42 GMT

In article <BtIB6r.A8s@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (Axly) writes:
>marc@cfmu.eurocontrol.be (Marc Philips) writes:
>
>>Fine, but that option is not open to rangers, is it?
>
>Yes, it is open to rangers. In fact, since they can't spend proficiencies
>on WEAPON specialization, spending proficiencies for style proficiencies 
>can be very productive.
>
Actually, in a Sage Advice column I saw recently, they addressed the issue
of whether Paladins and Rangers can specialize.  They basically said there
are two rules:

1)  Only fighters (single class) can specialize.  End of story.
2)  Fighters, Rangers, and Paladins can specialize.  Single class only.
    However, Fighters (single class) can also double specialize, giving
    them a +3/+3 with their specialized weapon.

The DM decides which rule he's going to use.  Personally, I prefer 2)
just because I don't see why Paladins/Rangers *can't* specialize.  
They're no less a fighter than any other fighter.  Although I have 
restricted Paladins and Rangers to one specialization, while fighters
can have multiple specs.  Only one double spec, tho.  Besides, not
allowing fighter subclasses to specialize restricts them from certain
kits (or at least hampers them):  Swashbuckler, etc.  You may argue that
the swashbuckler/ranger is a bad combo, but I refer you to the Errol 
Flynn Robin Hood for an example.  

Or you could just make allowances for these kits; i.e. if the character
takes the kit he can get the spec, but *only* if he takes the kit.  This
is how I handle the single spec for Paladins/Rangers taking a kit that
requires multiple specs, like the swashbuckler. (Have you figured out yet
that I like the swasher?:))  However, this does encourage min/maxers to
take these kits just to get the extra specs (although in the case of the
swasher that's a bit of a stretch).  

This ruling may have been changed again, since it's been awhile since I
read Dragon.  If anybody knows, please post.

The Walrus


Newsgroups: rec.games.frp.dnd
From: davis@news.ccutah.edu (mike davis)
Subject: Re: What is with these Katana's?
Organization: University of Utah Computer Center
X-Newsreader: Tin 1.1 PL3
Date: Sat, 29 Aug 92 00:06:02 GMT

canders@isr.harvard.edu (Carl E. Anderson) writes:
: 
: 	Here's something I've been wondering about for quite some time:
: Why does a katana do d10 damage in AD&D?  Why is it so much better than a
: scimitar or even a long sword.  Don't make sense to me.

	Maybe because the katana is one of the best swords ever made.  The 
metal is folded over 1000 times (that's what I heard, personally I think 100
times would be enough) and untel modern foundry and smelting metheds, no steel
was as flexable and strong.  Also it is bigger than a longsword.  It is made
and balenced to be weilded by one or two hands.



					Mike Davis
: 
Newsgroups: rec.games.frp.dnd
From: kinsler@newton.physics.uq.oz.au (Paul Kinsler)
Subject: Re: Multi-Class Hit Points
Followup-To: <1992Aug18.133822.6104@iscsvax.uni.edu>
Keywords: AD&D, multi, class, hitpoints
Organization: Physics Dept. The University of Queensland
Date: Tue, 25 Aug 1992 22:58:05 GMT

Not so long ago I thought of simplifying multi class hitpoints 
by having the PC just pick _one_ class as a 'primary' class. 
The PC then only gets more hitpoints by going up levels in 
that primary class. Except for hp, the other 'secondary' 
classes abilities are not affected in any way. 

The only drawback with this is that all fighter/magic-users will 
be fighter/magic-users, as opposed to magic-user/fighters. 
However the system is simpler than the standard, and isn't as 
unbalancing as getting hp from both classes.

Any comments?

-- 
+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: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Paladins
Date: 25 Aug 92 15:51:17 CST
Organization: Stephen F. Austin State University

In article <BtJuJ2.C4L@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (Axly) writes:
> z_copeab@ccsvax.sfasu.edu writes:
> 
>>	Look at it this way: is it really justice to punish someone if the
>>victim doesn't want them punished? The paladin is well within his rights to
>>preach to the thief about the wrongness of his actions, and to chastise him,
>>but to punish him? No.
> 
> Yes, it is justice. The victim may not be qualified to judge the right or
> wrong of the situation. A rape or spousal abuse victim might blame herself
> for the crime and not want the other person punished. The paladin is trained
> to judge these sort of things, and having the advice of his diety doesn't
> hurt either.
	
	I'll conceed that if the victim has been placed under great mental
stress stemming from the crime, then they cannot really make important 
decisions. I won't conceed any further, however.

> 
> 
>>#1 (from GURPS Fantasy, talking about a way adventurers can be viewed)
>>	"If such a thing as a dungeon exists, the most likely occupant is a
>>group of intelligent creatures. [2 lines deleted, using Orcs as an example]
>>Of course, this makes the dungeon-delvers into a gang of racially-motivated
>>thugs, breaking into strangers' homes to kill them and take their property."
> 
> This isn't going to break the paladin's heart. He is concerned with
> his people and his god foremost. Most gods aren't that concerned with
> what you do with outsiders.

	This was really meant more for good vs evil than paladins.

> 
>>#2 (from "The Last Resort", from _Hotel_California_, written by Don Henley)
>>	"We satisfy out endless needs,
>>	And justify out bloody deeds,
>>	In the name of destiny
>>	And in the name of God."
> 
> This works in our world, where a believer is never really sure God is real.
> Gods are real things in game worlds (no offense intended to believers in 
> this world) who manifest themselves in visible ways. A priest of a god
> can do miracles. A holy warrior can heal up wounds. If God isn't with
> these people, then they can't do these things. 

	I think you missed the point. Oh well.

Brandon Cope
From: phs431d@vaxc.cc.monash.edu.au
Newsgroups: rec.games.frp.dnd
Subject: Re: prayers vs wizardry (was Re: Why are their level limits?
Date: 1 Sep 92 14:20:39 +1000
Organization: Monash University - Melbourne. Australia.

In article <1992Aug30.232858.737@ccsvax.sfasu.edu>, z_copeab@ccsvax.sfasu.edu writes:
> 
> 	Since there is nothing 'official' about it, I rules that clerics
> channel the power of their god/dess through themselves, using prayers (spells)
> to entreat their diety (or, more likely, his minions) for assistance.
> The power
> of his diety is then transfered from the priest to the real world in whatever
> effect he was attempting. In this transfer from the priest to the real world,
> the priest should be restricted no more or no less than mages. My decision was
> to say that armor does not interfere with spell casting.
> 
> Brandon Cope
>  

But "fumbling for spell components" is not the only reason for armour
interfering with mages' spellcasting.  They also have to "draw arcane
signs/sigils (in the air and on the ground)" and armour DOES interfere
with this.  A priest (I think) only has to hold up his holy symbol most
of the time and call down the power of his/her god, thus eliminating the
need for complex hand movements.  (The spells still are the same magic -
it is the source that differs)

I also don't require spell components but I still consider bulky/heavy
armour a hindrance to mages' spellcasting.

-- 
Don Lowe, Department of Physics, Monash University, 
Melbourne, Victoria, Australia, 3168.
-------------------------------------------------------------------------------
From: warren@apple.com (Chris Warren)
Newsgroups: rec.games.frp.dnd
Subject: Re: REC.GAMES.DND - Frequently Asked Questions - Read before posting
Date: 27 Aug 92 19:19:27 GMT
Followup-To: rec.games.frp.dnd
Organization: Taligent.com

In article <1992Aug27.010503.1475@ncsu.edu>, mrmarcel@eos.ncsu.edu (MICHAEL
RONN MARCELAIS) wrote:
> 
> In article <71700@apple.Apple.COM>, warren@Apple.COM (Chris Warren) writes:
> |> 
> |> Archive-name: dnd-FAQ
> |> Last-Modified: 1992/08/26
> |> 
> |> Posting Frequency: Once a week
> |> 
> |> --------------------------------------------------------------------------
> |> --------------------------- rec.games.frp.dnd -------------------------
> |> ----------------------------- FAQ in 4 Parts -----------------------------
> |> ---------------------------- Rev date 8/26/92 ----------------------------
> |> --------------------------------------------------------------------------
> |> 
> |> Contents:
> |> 
> |> Note: if you want to skip to a later part of this document search for the
> |> string "Part <n>" where n is 1 to 4. On UNIX, using rn or more 
> |> type "/Part <n>" (example "/Part 4:" to go to the section on Game Spoilers)
>                                                                 ^^^^^^^^^^^^^

opps.
 
> Looks like someone lifted this off of comp.sys.ibm.pc.game

I did.  That's 'cause I wrote the one for comp.sys.ibm.pc.games
*giggle* *giggle*

--Chris

Ok ok, I shouldn't have wasted the bandwith, so cast a magic jar and 
take over my mind.
Newsgroups: rec.games.frp.dnd
From: mjb@srl07.cacs.usl.edu (Matthew Brumley)
Subject: Role Playing in Middle Earth
Organization: University of SW Louisiana
Date: Tue, 1 Sep 1992 23:02:38 GMT


The campaigns that I have DMed included various references to the Lord of the 
Rings (not "Kill Sauron"-type crapola...  mostly things for the sake of a nice
fantasy atmosphere), but never have I actually DM/played a game set completely 
in Middle Earth.

Well, I was wondering how many DMs use Middle Earth as their setting?  

I bought the Middle Earth Role Playing game a while back (and I really like it,
as far as game mechanics are concerned), but I've hesitated (perhaps far too 
long) to play it.  

And a couple of other things
I think of mithril as this mystical metal, found only at the heart of the 
oldest of mountains...  Yet, I might want to introduce a sword (or perhaps a
light suit of chain mail) made of mithril.  I want to convey that same sense of
mystery that I get when I read about it in the Lord of the Rings.  It is 
somehow...  different from other metals, but I can't find a trait that would be
suitable (pardon the STUPID pun) for such a valued prize.  

(I know, this is stupid) In the MERP game (not the novels), would the Ring
allow it's bearer to attack while he/she was invisible?  No, I'm not gonna let
players use it in a game (tho' a short, wicked little fellow might attack the 
party)...


(sheesh, some of my players don't even know what a hobbit is...)
Newsgroups: rec.games.frp.dnd
From: StarWatcher@uiuc.edu (StarWatcher)
Subject: Re: What is with these Katana's?
X-Newsreader: Tin 1.1 PL4
Reply-To: StarWatcher@uiuc.edu
Organization: Actuarial Science Program at UIUC
Date: Fri, 28 Aug 1992 21:36:13 GMT
Keywords: significant words from a document used as an index to content

canders@isr.harvard.edu (Carl E. Anderson) writes:
: 
: 	Here's something I've been wondering about for quite some time:
: Why does a katana do d10 damage in AD&D?  Why is it so much better than a
: scimitar or even a long sword.  Don't make sense to me.

Why (from one point of view, anyway) are Toyotas and Nissans better than
Dodges and Chevies?  :)

(OK, so the analogy doesn't quite work, but I couldn't pass it up.  ;)

Michael/StarWatche
Newsgroups: rec.games.frp.dnd
From: philipd@cs.kuleuven.ac.be (Philip Dutre)
Subject: Dungeons of mystery
Organization: Dept. Computerwetenschappen
Date: Mon, 31 Aug 1992 11:53:41 GMT

I just noticed TSR released a boxed set "Dungeons of Mystery".
Can anyone give a brief description of the box contents, whether or not it's
value for money, is it usable with other game systems etc.... ?

Phil


-- 
| Phil Dutre                            Dept. Computer Science              |
| philipd@cs.kuleuven.ac.be             Katholieke Universiteit Leuven (KUL)|
| Phone: (32) 16 201015 x3094/3552      Celestijnenlaan 200A                |
| Fax:   (32) 16 205308                 B-3001 Heverlee, BELGIUM            |
Organization: Georgia Institute of Technology-Office of Information Technology
Date: Sun, 23 Aug 1992 17:37:49 EDT
From: Paul Goodwin <CC100PG@GITVM1.GATECH.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Re: Paladins
 <kimcm.714582690@login.dkuug.dk> <1992Aug23.160031.3956@news.acns.nwu.edu>

Ah, yes, commentary on alignment restrictions on Paladins.  I have always
felt that the primary reason for Lawfulness on the part of a Paladin is
that a Chaotic or Neutral doesn't believe in the kind of order or
organization that any kind of zealot is going to profess/preach.

I think that's why the Anti-Paladin was an add-on, not original, and why
the silly thing was finally done away with in 2nd ed.  (Now, a Lawful Evil
anti-paladin is entirely another thing...seems much more reasonable to me...
)

Paul  'just your friendly neighbourhood DM'
From: johnson@physics.berkeley.edu (Steve Johnson)
Newsgroups: rec.games.frp.dnd
Subject: Re: Munchikinism/Min-Maxing (Require Def'n)
Date: 27 Aug 92 00:33:51
Organization: Lawrence Berkeley Laboratory (Theoretical Physics Group)
Reply-To: johnson@physics.berkeley.edu
NNTP-Posting-Host: physics.berkeley.edu
In-reply-to: u855271@franklin.cc.utas.edu.au's message of Thu, 27 Aug 1992 06:54:08 GMT

In article <u855271.714898448@franklin> u855271@franklin.cc.utas.edu.au (Peter Didlick) writes:

> 
> 
> 
> Hi there all.
> 
> Well I have been reading this group for about a year now and I am still
> confused as to the exact definition of the terms 'Munchkin' and to a 
> lesser extent 'Min-Max'.

Wasn't this group just created a few months ago? ;-)

Maybe it is time to post the "Real Role-Players" article again--
where i believe the term 'Munchkin' first appeared?  I would, but i
can't seem to find my copy...


--Steve

> 
> Pete.
>
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp.dnd
Subject: Re: Why are their level limits?
Date: 27 Aug 92 19:11:05 GMT
Distribution: na
Organization: Georgia Institute of Technology

In article <texdude.714935825@camelot> texdude@camelot.bradley.edu (Philip Allen) writes:

>I agree.  This is a stupid rule that should be done away with.

>I agree that TSR did a bad job with restrictions trying to balance the
>classes out.  But no said you had to use all of their rules.  If you think
>a rule is stupid or it just doesn't make sense, don't use it.  Or change
>it.  There are plenty of ways to get rid of some of the class/race
>restrictions without unbalancing the game.  

Actually, I don't think they did a bad job.  I like the current system, and
I wouldn't change it.  I was just pointing out that these restrictions
exist for the purposes of game balance, not because there's any logical
reason to have them.

It all started because people were saying things like "Why can't humans
be multi-class or non-humans be dual-class?"

My answer was "For the same reason wizards can't wear armor or use real
weapons, and why clerics can't use (for the most part) edged weapons,
etc...."


-- 
Jorge Diaz                       | Sign in a restaurant:
Georgia Institute of Technology  | 
Office of Information Technology |   "We reserve the right to serve refuse to
ccoprdj@prism.gatech.edu         |        anyone."
Newsgroups: rec.games.frp.dnd