HDTenEightyP/NetNews huggingface dataset:
From: mgates@entiat.boeing.com (Michael Gates)
Newsgroups: rec.games.frp.dnd
Subject: Re: a new "monster":  the Fundy
Date: 5 Nov 92 20:23:44 GMT
Organization: Boeing Computer Services, Bellevue, WA
In-reply-to: bets@festus.ksu.ksu.edu's message of 3 Nov 92 16:52:23 GMT

>>>>> "Beth" == Beth Schwindt <bets@festus.ksu.ksu.edu> writes:

Beth> Fundamentalist


Beth> Climate/Terrain:        Found only in towns
Beth> Frequency:              Common
Beth> Activity Cycle:         Normal Human
Beth> Diet:                   Normal Human
Beth> Intelligence:           Above Average; *VERY* low Wisdom.
Beth> Treasure:               Varies
Beth> Alignment:              Neutral or Chaotic Good.  Believe they are 
Beth>                           Lawful Good.    

Nah, definitely Lawful Neutral
--
et tu mgates?
Newsgroups: rec.games.frp.dnd
From: friar@spock.uucp (Tom Walcott)
Subject: Re: Xanth Talents
Organization: Choate Rosemary Hall
Date: Mon, 9 Nov 1992 17:06:21 GMT

In article <1992Nov8.232815.28680@u.washington.edu> scythe@byron.u.washington.edu (The Grim Reaper) writes:
>In article <1992Nov8.224141.10685@news.ysu.edu> ag757@yfn.ysu.edu (Ian Clysdale) writes:
>>In a previous article, st923058@pip.cc.brandeis.edu (Rosaleen Dhu) says:
>>>	I noticed that someone wants to start a Xanth game. How would you deal
>>>with the basic Xanth premise that everyone has a magical Talent, when 
>>>psionic rules are so fucked-up (and rarely used) in the AD&D game? And do
>>>you have a list of magical Talents? If not, I have some that a friend and
>>>I collected for a frp set in Valdemar, and this might be a kind of
>>>interesting new thread for those of us who are more interested in 
>>>role-playing than rule-picking (and again, that's not a flame; to each his
>>>own. Maybe I should make a macron that says that...). Anyone interested?
>>   Well, I don't think that it's really too hard a premise to deal with.  It's
>>a lot like wild talents in psionics, except marginally more powerful.  And
>>don't forget, what you give to the players, you give to their enemies.  Also,
>>I wouldn't allow  players to run any strong talents (ie. Magician, Sorcerer,
>>Enchanter) without a lot of serious consideration.  But anyways.  Maybe
>>we could make a net xanth handbook.  :)
>[Does this sound like the arguement about Psi in Dark Sun, or is it just me?]
>*shrug*.  I wouldn't mind having a player run a powerful talent.  It might
>depend on the power.  Besides, those really great talents are going to
>be extra hard to get.  And anyone that's magician-power would be known
>to *everyone* in Xanth, and probably all tied up in politics, also.

Exceptional die rolls would be a decent way to handle it.  I think that
being politically active would be more than suitible compensation.  ;-)

Friar
-- 
    "Silence isn't golden if I'm holdin' it inside."
                           --- W. Axl Rose

friar@choate.edu
From: friar@spock.uucp (Tom Walcott)
Newsgroups: rec.games.frp.dnd
Subject: Re: Wanted : Traps and info
Date: 7 Nov 92 18:51:38 GMT
Organization: Choate Rosemary Hall

In article <1dejo9INNndf@master.cs.rose-hulman.edu> cheesmna@HYDRA.ROSE-HULMAN.EDU writes:
>Also, I would be interested in any kind of information on monsters,
>terrain, NPC's, or especially Good Magician Humphrey's castle for Piers
>Anthony's Xanth setting.  I was thinking of creating a little adventure
>set in Xanth :)

  Is there a setting for Xanth in a formal form? If so, could someone tell
me what it is, and if not, please give me any ideas too.

Friar
-- 
    "Silence isn't golden if I'm holdin' it inside."
                           --- W. Axl Rose

friar@choate.edu
From: dutech@reseau.Berkeley.EDU (Groupe ELEVES)
Newsgroups: rec.games.frp.dnd
Subject: Re: Spellcasting in Armor (was Re: Dual Class Characters)
Date: 10 Nov 92 09:23:43 GMT
Reply-To: dutech@reseau.Berkeley.EDU (Groupe ELEVES)


  [... Michael Wright has ruled that spells can be cast in armor if there
is no somatic component. J Corley answers that he doesn't, because he
ruled that armor disrupts magic ...]

  As long as armor hindrance is concerned, only some types of armor can
be considered a real hindrance (rigid types, mostly gauntlets). A chain
mail, for example, cannot be considered a hindrance for movement ( we are
NOT talking about the Middle Ages Chain Hauberk : it was fairy cumbersome
and heavy, but protected well. the AD&D Chain mail armor is more akin to
light chain. ). The leather types are even better. Only the heavier armor
types can really be considered spellcasting-preventing, and this is not
always true if the caster removes his gauntlets...

  About the metal disrupting magic, that's okay for me, because it's a
world rule - as opposed to a game rule. But what about the leather and
padded armors ? what about a metal armor with specially-enchanted metal ?
Some alchemist ( dwarves especially ) is bound to think about it one day.

 About the little bit concerning class-conscious mages, this is a good
objection. Another world rule, and therefore not subject to argument. One
of the best objections ever : "we mages have not studied for so many
years to rely on mundane protection anymore !" That's a mage attitude !

							Redwing.
From: s903040@minyos.xx.rmit.oz.au (Christopher Francis Anderson)
Newsgroups: rec.games.frp.dnd
Subject: Re: Dual Class Characters
Date: 11 Nov 92 03:50:07 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

dutech@reseau.Berkeley.EDU (Groupe ELEVES) writes:

>  About the mage/other class business, and spellcasting in armor problems. The
>rule "magic spells can't be cast while wearing armor" is IMHO utter
>nonsense. The
>PH2nd explains the matter : metal itself DOES NOT prevent spellcasting.
>Rather, it
>is the unfamiliarity with armor inherent to mages and their training
>(and probably
>a healthy dose of disdain for "the grogs") that prevent them to use
>armor. So, any
>character who both learned to cast spells and to manoeuver in armor ought to be
>able to cast spells while wearing one.

Hold on a minute!!!

The reason you can't cast spells in armour, apart from the unfamiliarity of it
all, is because of all the odd contortions and stuff that are in the somatic
part of the spell. Why do you think wizards wear robes? It gives them room to
move about.

You could allow spells to be cast while in armour, as long as they have no
somatic component.

Just my two cp worth.


-- 
ThunderKat (a.k.a. Chris Anderson)    s903040@minyos.xx.rmit.oz.au

"Sam pressed the button. A few lights flashed on the CPU. And another human
life ended. Somehow, it's always sad, no matter what."
From: jw67+@andrew.cmu.edu (Jordan M. Wolbrum)
Newsgroups: rec.games.frp.dnd
Subject: Re: Bolas
Date: 5 Nov 92 20:33:19 GMT
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA

>What are peoples opinions on this? How do you play bolas ?

We use the called shot rules of the Fighter's Handbook:
-4 to hit arm/leg
-8 to hit head

I personally rule that all attacks with a lasso, bola, or whip(to
entangle) must be called shots(to hit AC 10 +dex and magic bonuses).

A net, however doesn't require a called shot, but you must hit AC 10
+dex and magic bonuses.  An example:

Fighter wearing +5 Plate mail with average dex is attacked with a net. 
His AC is 5(magic bonus from armor)
Newsgroups: rec.games.frp.dnd
From: tgt33358@uxa.cso.uiuc.edu (Thanatos)
Subject: Re: New Alignments
Organization: University of Illinois at Urbana
Date: Thu, 12 Nov 1992 17:27:55 GMT

In article <BxLyqM.Fy0@acsu.buffalo.edu> v076r95v@ubvmsb.cc.buffalo.edu (The Nature Boy) writes:
>
>	Since someone posted one of the ideas for a new alignment, I wanted to
>give people an idea of some of my own alignments. :)
>
>Lawful Stupid
>-------------
Actually Dragon gig this around the 130's, with their "front end" alignments.
You get stuff like Lawful Stupid, andL
Chaotic Idiot:  Same as Lawful Stupid, except the player is less tactful about 
it.  For instance:
	LS:  
		DM:  Okay, the dragon has scooped up the princess, and is 
headed for the HUGE horde of followers surrounding his cave.  Do you return
to camp to replan strategy?
		LS:  No.  "ATTAAACK!"
		DM:  You remember that you went to the meeting ALONE.  You
HAVE no back up.  
		LS:  Dear me...how embarrassing.
	CI:
		DM:  Okay, the dragon...
		CI:  ATTACK!
		DM:  But wait...
		CI:  ATTACK!
		DM:  ...what about...
		CI:  ATTACK!
		DM:  ...the hordes...?
		CI:  ATTACK!  Am I in striking range yet?
		DM:  All right (sigh).  The horde descends upon you...
		CI:  What horde?

Chaotic Everywhere:  Everyone knows somebody like this.  He's ALWAYS first
in line when treasure is discovered, last in line when a trap is set off.

Neutral Puppet:  Usually a novice player, one of the more experience 
players informs the DM what he does.  Barely gets to roll his own dice.

There's a bunch more.

  

-- 
I don't mind being the smartest	    / Thanatos, DeathUrge, Master of Unknown
man in the world...I just wish it   \ Time and Space tgt33358@uxa.cso.uiuc.edu 
wasn't this one...	       	    / It's a Zen thing... 
	-Ozymandias 		    \	 you wouldn't understand...  
Newsgroups: rec.games.frp.dnd
From: st1lv@rosie.uh.edu (McLeod, Stephen)
Subject: Re: Rules for D&D in the Modern Day?
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Wed, 11 Nov 1992 02:31:00 GMT

In article <1992Nov7.045218.25924@mnemosyne.cs.du.edu>, cmeadows@nyx.cs.du.edu (Chris Meadows) writes...
> 
>Has anyone come up with a set of rules for playing D&D in a modern
>setting?  Things like firearm range and damage, automobile speed,
>modern skills and weapon masteries, et cetera?  It would seem like
>such a thing would be relatively easy to write (I could probably
>come up with something myself, given a week or two)...just give the
>weapons higher amounts of damage (say, 2D6 for a .22 pistol, 3D6 for
>a .38, etc.) and the vehicles higher amounts of speed, and transpose 
>what you know...

I think that for any gun you have to have a saving throw vs death magic.
If you were feeling kind you could say one failed save resulted in maiming
or stunning and death only resulted from a second failed save.

Another approach I saw was that you start with a d10 and for every 10 you
roll, you roll again and add.  The potential damage is infinite.

Otherwise, the players just don't respect guns.
---
Stephen McLeod
The Eternal? Student
Newsgroups: rec.games.frp.dnd
From: bane@spock.uucp (Cameron Huang)
Subject: Re: To Kill a Black Dragon
Keywords: Dragon
Organization: Acheron Technical Institute 
Distribution: usa
Date: Fri, 13 Nov 1992 18:33:38 GMT

In article <GSPIEGEL.57.0@bsa1.kent.edu> GSPIEGEL@bsa1.kent.edu (Greg Spiegelberg) writes:
>Anyways, half of us want to press on, the other half is suicidal and wants 
>to get the cleric back.  SO!  How should we go about killing/subduing this 
>black dragon?

DUUUUHHHHH! Kick it's freakin' butt!

>Background Group Info:
>   Group Contains- 1 Swashbuckler of Tempus (level 5 human)
>		   1 Pirate (level 5 human)
>		   1 Priest of Tempus (level 5 half-elf) <--- That's me!
>		   1 Wild Mage (level 4 human)
>		   1 Gypsy Thief (halfling)
>
>Honsetly, we haven't a clue how to fight this thing and we've tried 
>recruting help.  Basically, I'm just trying to find a way to save my 
>character.

Weeeeeeeelllllll... You're a cleric? Get on your knees an' start prayin!

>Suggestions???
>

Yes. 

1)  Make your saves and roll a buttload of 20's.

2)  Or.... Give the dragon some of your weaker characters in your party...
    perhaps the half that want to kill it.

3)  Ask Bane for help and guidance. He might pity you and let you live.

4)  Kill the rest of the party in a spree of bloodletting, as your tribute to
    Bhaal (sic).

					--Lord Bane
-- 
"If love is blind, I guess I'll buy myself a cane."
                                   --W. Axl Rose

"There can be only one!"
		--Kurgan

bane@choate.edu
Newsgroups: rec.games.frp.dnd
From: boyd@colonial.eecs.umich.edu (Eric Boyd)
Subject: Re: Otiluke, Tenser, & Rary
Organization: University of Michigan EECS Dept., Ann Arbor, MI
Date: Tue, 10 Nov 1992 16:08:03 GMT

	I have WGA4 (Vecna Lives) and the newer Greyhawk Wars boxed set
and WGQ3? Rary the Traitor, but none are currently at school with me.

I do have a question though - didn't WGA4 permanently kill off the
entire Circle of Eight? Or am I wrong, and they were brought back at
the end. It seemed that the timeline following WGA4 was aborted, and
TSR returned to the timeline of WGA1-3 followed by WGQ1-3.

Any thoughts (on this admittedly poorly phrased question)?


-- 
    _/_/_/  _/_/    _/  _/_/_/      _/_/_/  _/_/_/ _/  _/  _/_/
   _/	   _/  _/  _/  _/          _/  _/  _/  _/  _/_/   _/  _/
  _/_/_/  _/_/    _/  _/          _/_/    _/  _/   _/    _/  _/
 _/ 	 _/  _/  _/  _/          _/  _/  _/  _/   _/    _/  _/
Newsgroups: rec.games.frp.dnd
From: friar@spock.uucp (Tom Walcott)
Subject: Re: Most powerful PC ever
Organization: Happy Shiny Magic Place 
Date: Fri, 6 Nov 1992 12:49:32 GMT

In article <Bx9ton.zo@acsu.buffalo.edu> v124jw4y@ubvmsb.cc.buffalo.edu (Benjamin R Pierce) writes:
             [Lotsa character info deleted.]
>Is there anybody else out there who, when asked about their favorite
>character, tends to describe his personality rather than his magic items
>list?
>                                                   --Ben

YES, YES, YES, YES.  The personality of a character is much more
important than stats, since the personality defines the characters actions
and abilities, as ?limited? by stats.  You gain a great deal more hearing
about a personality than learning that they have all the magic items invented
and a artifact of coolness +5.

Friar
-- 
    "Silence isn't golden if I'm holdin' it inside."
                           --- W. Axl Rose

friar@choate.edu
Newsgroups: rec.games.frp.dnd
From: vputz@nyx.cs.du.edu (Victor Putz)
Subject: Query: effectiveness of DM "plants"
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Fri, 6 Nov 92 21:12:42 GMT



A query on 'Mastering styles:

In my current campaign, I have left much fo the peripheral world
development up to my players (such as hometown maps, tribal organization,
and what have you), adjusting what they give me and incorporating it into
the world; as such, they learn about their backgrounds from each other and
not me.  This works fine.  However, since I spend most of my time with one
of them (my wife), and her character has lived around an old storyteller
for some time, she gets most of the background legends and tells them to
the other players.  This works okay too.

Unfortunately, we are moving and the campaign probably will not be
finished in time; I'd like to play it again, but my wife knows most of the
campaign (having played it).  She is very imaginative and has expressed a
wish to co-write the rest of the campaign with me and play with a new
group of characters AS A PLAYER, but more as a free-willed NPC (ie she
knows the whole game, and goes through it with the party, but does not
release crucial information; however, she would be intimately familiar
with the world and would be able to give the other players "world"
information in a very personal way (since she'll be playing the same
character the whole time).

The question: has anyone ever tried this "restricted omniscient plant"
idea?  Are players able to let their party leader open a door behind which
they know near-certain death awaits, etc?  I'm very curious to know.

-->Vputz

Newsgroups: rec.games.frp.dnd
From: u894793@bruny.cc.utas.edu.au (T. Little)
Subject: Re: Most powerful PC ever
Organization: University of Tasmania, Australia.
Date: Thu, 12 Nov 1992 07:29:55 GMT

friar@spock.uucp (Tom Walcott) writes:

[... Teleport with Contingency ...]

>I would assume that the difference would be over whether or not the
>caster visualized the place, or defined the teleport as 100m "straight forward"
>In case of the straight forward, I wonder whether the orientation would be
>as per the casting, or as current position?

I think you answered your own question.  It depends what the caster visualises
when casting it.  If it wasn't explicitly stated, I'd go for 'current
position'.  (Too bad if you're lying face-down  :-)

What sort of insane mage would use a relative contingency teleport, anyway?
It would amount to 'Russian Roulette' if you didn't know exactly where you
were going to be when it went off, and in that case you could make it an
absolute location.

(Unless it was, perhaps, a 'straight up', with a Featherfall spell ready.
That way you can be reasonably sure of not embedding yourself in something,
and don't end up too far away.)
--
T. Little   a.k.a.   u894793@bruny.cc.utas.edu.au
Newsgroups: rec.games.frp.dnd
From: ddj+@cs.cmu.edu (Doug DeJulio)
Subject: Re: Dwarf wizards? (Was Re: Tolkien)
Organization: School of Computer Science, Carnegie Mellon
Date: Thu, 5 Nov 1992 22:49:05 GMT

> I like the idea of a dwarf wizard.

The Al-Quadim set has dwarf wizards, but ONLY if they choose the
special subclass of wizard that specializes in binding genies.  These
wizards cannot cast spells, except for those "stolen" for them by
their genie servants.
-- 
Doug DeJulio
ddj+@cmu.edu
Newsgroups: rec.games.frp.dnd
From: ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs])
Subject: Re: Bolas
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Tue, 10 Nov 1992 23:55:27 GMT

Michael G. Wright (wright@latcs2.lat.oz.au) wrote:
: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu> writes:
: >We use the called shot rules of the Fighter's Handbook:
: >-4 to hit arm/leg
: >-8 to hit head
: Yes, the entry for bolas says that if you want to wrap the bolas around arms,
: legs or head, then you must make a called shot. I would rule that if you don't
: make a called shot, then the bolas hit, but don't wrap around the target.

Hmm. Possibly. In standard combat, all hits are supposed to be against the 
chest/abdomen area right? Unless you make a called shot somewhere else of
course. Would it be that if the bola hits, and it wasn't a called shot, then
it hit around the chest/abdomen, and would wrap around it ?

Then, whether the arms were caught in the bola, it would depend in what 
position the arms were :)  Personally, I don't see where a called shot would
come into it when trying to pin arms. I suppose a dex check, or a saving 
throw of some sort would be appropriate to see if the target could get their
arms clear of the bola.

The Wigs of Oz,
Aaron Wigley
Newsgroups: rec.games.frp.dnd
From: 003316g@ace.acadiau.ca (STEPHEN EDWARD ELLIOTT GREGORY)
Subject: Re: Most powerful PC ever
Organization: Acadia University
Date: Fri, 6 Nov 1992 19:25:42 GMT

In article <Bx9AHG.C5H@acsu.buffalo.edu> v073pzuy@ubvmsb.cc.buffalo.edu (Damned for all time...) writes:

>In article <1cs4imINN5fp@master.cs.rose-hulman.edu>, 
>        trottibw@nextwork.rose-hulman.edu writes...

>[Description of the most powerful character of all time ever seen deleted]

>>This is the most powerful PC I have ever seen.
>> 
>>Comments on your most powerful PC would be appreciated.

>Well, I'm going to kill this thread so I don't have to read through all the
>flames, but I will comment on *your* most powerful PC anyway :)

>Waldorf beat him already.  Give up (Dragon Magazine readers might remember this
>one:]

>                                        ---Lord Thanos of Titan
    Well, well, it's about time Waldorf showed up and put all these "MOST 
POWERFUL PCs EVER" in their place.

    ALL HAIL WALDORF! KING OF KINGS, GOD OF GOD !!!!


The nearly perfect sig:
Steve                                             003316g@ace.acadiau.ca

Newsgroups: rec.games.frp.dnd
From: l2wang@cantor.math.uwaterloo.ca (  Lei Wang  )
Subject: Re: Most powerful (N)PC ever (Tun-Rock)
Organization: University of Waterloo
Date: Thu, 5 Nov 1992 16:31:15 GMT

In article <Bx8onz.IAC@undergrad.math.waterloo.edu>, l2wang@mobius03.math.uwaterloo.ca (  Lei Wang  ) writes:
>      Frustration... It's when the DM's NPC
> 
>   Tun-Rock the Barbarian(1st edition)
> 
   [...Against...]
> 
>   Me:  Carlene the Rose, Human Female 3rd level fighter with a Charisma of 17.

  Hey John S:  Well, was my filled-in details of Tunroc close to what he might
have been?  What was the Ogre Magi's MR anyways?  A group of 1.6 mil exp 
people being challenged by a mere three golems?

-- 
l2wang@napier.UWaterloo.ca
ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
ME:  Univ. of Waterloo  YOU:  Huh?   o=> ME:  in Canada,  YOU:  Huh?
ME:  in Ontario,        YOU:  Huh?  /o/  ME:  up north!   YOU:  Aaaaaahhh...
ME:  near Toronto,      YOU:  Huh? ==o                                    Huh??
Newsgroups: rec.games.frp.dnd
From: cs202144@umbc8.umbc.edu (cs202144)
Subject: Re: Looking For 1st Edition AD&D PBEM Campaign
Organization: University of Maryland, Baltimore County Campus
Date: Sat, 7 Nov 1992 19:08:31 GMT

> I like both. The games I play in tend to mix both. I like the old Psionic
> Combat rules, but the new powers. I like the Old Ranger Class better then
> the old ... That's My opinion.

Do you mean you liked the Original Ranger better than the New Ranger or
the reverse? I don't see how you can like the Old better than the Old.
Newsgroups: rec.games.frp.dnd
From: st923058@pip.cc.brandeis.edu (Rosaleen Dhu)
Subject: Re: Help!  Tips Needed on Dungeon Construction
Reply-To: st923058@pip.cc.brandeis.edu
Organization: Brandeis University
Date: Fri, 6 Nov 1992 21:56:50 GMT

	Hi.
	1. If you have the 1st edition AD&D DM's Guide (the one with the 
scantily clad she and the old TSR wizard being attacked by something big and
ugly), there's a good dungeon-building appendix somewhere near the back. It
has lots of useful lists of ideas, and also there are dice-rolling lists
if you want to do things purely by random.
	2. Take it one room at a time. Think of all the cool ideas you've ever
read about or thought of, mutate them if you've taken them from well-known
fantasy, and assign one to each room.
	3. If you get really desperate, have some rooms closed off by land-
slides, I mean falling ceilings or whatever, i.e. inaccessible. (note: this
will not work with newbie players, because they will be convinced there's
something important under that pile of rubbish and rock, and they'll waste
valuable game time trying to find it out. If they do this, start
ostentatiously rolling Wandering Monster Dice, humming something suitably
psychopathic under your breath.) Or, in the same vein, have some rooms
be completely empty.
	4. There is no law which says you must have something interesting in
every room...or even every level. Give your players just enough clues
to help them stay on the right path--have terrible things happen to them
if they go too far off--and there will be lots of rooms they will never, ever
get to...or at least not until you've gotten somemore ideas.
	Hope this helps.
					Rosaleen Dhu
Newsgroups: rec.games.frp.dnd
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: Spellcaster rest period
Organization: The Ohio State University
Date: Mon, 9 Nov 1992 20:18:27 GMT

Many rule that the spellcaster must get a "full night's sleep," i.e. about
8 hours.

In my own campaign, I allow as few as 6 hours during an adventure, but, under
special circumstances I allow rememorization without rest.

"Blasphemy!  Hang the GM!  Warm up the Tar!"

Hold on there!

If the caster has had a good night's rest, and is in safe surroundings, then
he/she may cast, rememorize and recast as often as possible, give 15 minutes/
spell level to memorize a spell.  This makes sense when you consider a student
learning a new spell.  If the student is only going to get one shot/day of 
casting the spell, then the mage is going to waste a lot of energy.

-Coyt
From: IO01092@MAINE.MAINE.EDU (SEM)
Newsgroups: rec.games.frp.dnd
Subject: Re: Spell: Stoneskin Remover
Date: 9 Nov 92 13:57:44 GMT
Organization: University of Maine System

The best thing I've heard of so far as limiting stoneskin is
to make the diamond dust fairly costly.  In my campaign,
the effect of this is that only rich people keep it up all
of the time with others using it only when it is necessary.
Newsgroups: rec.games.frp.dnd