HDTenEightyP/NetNews huggingface dataset:
From: scythe@stein.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.frp.dnd
Subject: Re: Internet D&D games-MUD
Date: 12 Dec 92 23:56:29 GMT
Article-I.D.: u.1992Dec12.235629.8414
Organization: University of Washington, Seattle

In article <1992Dec12.162401.1@ulkyvx.louisville.edu> tfpayn01@ulkyvx.louisville.edu writes:
>In article <1992Dec12.011253.21937@mnemosyne.cs.du.edu>, cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
>> 
>> IMHO, the *best* D&D-like Internet role-playing game is a DikuMUD;
>> a specific Dikumud, in particular.  It's Adversary; telnet to
>> 129.32.32.98 4000.
>> 
>> For more information, read Rec.games.mud.diku.
>> 
>> --
>> Chris Meadows // CHM173S@SMSVMA // CMEADOWS@NYX.CS.DU.EDU
>>    "If blood be the price of admiralty, then I've just bought me 
>>     a naval commission."  -- Corwin, SIGN OF THE UNICORN, Roger Zelazny
>> 
>-- 
>
>
>	Yeppers, Adversary IS good...BUT
>
>	If you REALLY wanna have some fun, AND stay in a DnD format, get on
>FORGOTTEN REALMS.  It's exactly as the name implies, though it uses a different
>stats system, though I feel it's pretty damn realistic.
>
>       I've gotta copy of the latest 'unofficial' Mud list.  If anyone wants
>it, gimme a ring.
>
>/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
>// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
>/  /  ________|\_______________________________________________   /  /  // / /
>/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
>// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
>/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
> /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
>/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
><><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>
>

Pllllllleeeeasssse don't get into this here.  If you want to argue Dikus,
go over onto rec.games.mud.diku.  Please?
Newsgroups: rec.games.frp.dnd
From: akostur@fraser.sfu.ca (Andre John Kostur)
Subject: Re: Class' power (was Re: how to imprison a psionicist)
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Sat, 19 Dec 1992 00:46:27 GMT

In article <1992Dec18.150828.1@ulkyvx.louisville.edu> tfpayn01@ulkyvx.louisville.edu writes:
>	And that's if he's DAMNED lucky!
>
>	Folks! One point we all FORGOT (especially me! Shame!)
>
>	Psi-heds start out with a MAX POSSIBLE of 25 PSPs.  Then they can gain
>a MAX POSSIBLE of 14 PSPs per level!  It never gets any bigger than that!

Where did you get this number from? (I just don't remember coming across it).

A DarkSun Halfling psionicist could conceivibly come out with 43 PSP to 
start plus 17 per level (that's a 22WIS, 19CON, and 20INT.  Not likely...)

      ^ 
     ' ` 
  **'   `**         Andre Kostur
 ***  _  ***
  *''***``*         akostur@sfu.ca 
   `     '
From: scythe@stein.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.frp.dnd
Subject: Re: 2nd Edition Handbooks
Date: 19 Dec 92 02:43:51 GMT
Article-I.D.: u.1992Dec19.024351.504
Organization: University of Washington, Seattle

In article <BzHELB.25u.2@cs.cmu.edu> ddj+@cs.cmu.edu (Doug DeJulio) writes:
>In article <1992Dec17.182927.2342@u.washington.edu> scythe@stein.u.washington.edu (The Grim Reaper) writes:
>>There.  Personally, I'm waiting for the complete Hobbit ^H^H^H^H^H^H Halfling
>
>The Halfling book and the Gnome book are being bundled together into
>one handbook.  I've already seen an add for it, though I don't
>remember where.
>-- 
>Doug DeJulio
>ddj+@cmu.edu

Really? That's stupid! Everyone knows that Halflings are the superior
to all races! Especially those short fat ones, and the tall skinny ones.
Gnomes are okay, but Halflings are truly amazing =)
Newsgroups: rec.games.frp.dnd
From: raycole@matt.ksu.ksu.edu (Ray Cole)
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Date: 16 Dec 1992 15:42:01 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

In <833@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:

>In article <BzCx8C.G0v@undergrad.math.waterloo.edu> cbnorman@cayley.uwaterloo.ca (Bruce Norman) writes:
>>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

>	Why metal? This isn't electricity or x-rays we're talking about.

>	If metal close up interferes, can you stop psi at a distance by
>surrounding yourself with metal? If you wear a metal helm, can you block
>telepathy? Can a psi escape from a metal room? Will an aluminum foil
>coating inside a hat do? How thick does the metal have to be? What KIND
>of metal? Will gold work? Lead? Titanium? Mithril? Iron?


>					Sea Wasp

What I rule on helms and metal is that metal covering the head will disrupt
the psionic power (yes, this is arbitrary but so are a lot of things and its
my world so I can do what I want).  Going along with this, if the psionisist
is enclosed in a metal room his powers won't work outside of the room, but
they will inside.  For the case of a person enclosed in metal, the psionisist
can't affect him, but he could affect the container.

Also note that if there is a window in the room that the psi guy is enclosed
in, he can project his powers out of the room.  As to the why's of it,
why not?  We know that metal can block many things, whose to say that it
can't block a psi's power.  Any way that's my $.02 worth

Ray

























-- 
Ray Cole                    |    raycole@matt.ksu.ksu.edu
Computer Consultant         |   "Any time we thought we were special in
Kansas State University     |    the universe, we've been wrong"
Manhattan KS  USA           |   Air & Space, Bill Cochran Univ. of Texas
Newsgroups: rec.games.frp.dnd
From: il@bambam.u.washington.edu (Il Hwan Oh)
Newsgroups: rec.games.frp.dnd
Subject: Re: Druid Shapechange
Date: 11 Dec 92 22:04:58 GMT
Article-I.D.: u.1992Dec11.220458.1840
Reply-To: iho@cac.washington.edu
Organization: University of Washington, Tacoma

jgraves+@CMU.EDU (James T Graves) writes:
> rob mcgrath@nyx.cs.du.ed 
> > I am currently running into a problem with the druid shape change
> > abilities.  I cant find anywhere in the 1st ed. PHB or DMG any listings
> > on shape change limitations...Other than a size limitation, what limits
> > are you allowed?  What I mean is, how much of the abilities of a given
> > creature do the Druid gain?  EX. If the Druid Changes into a creature
> > who has natuaral poisans, does he then gain this ability?  And another
> > question is: Does the Druid use his own attack charts in this form, or
> > does he/she use the creatures?  For now, we have disallowed the Druid the
> > use of major innate abilities of any given creature and have made him use
> > his own attack charts...is this the right way to do things?
> 
> Just about the only limitations on druid shapechanging are the size
> limitation and the fact that it has to be a real-world creature.  The
> druid "takes on all of that creatures characteristics -- its movement
> rate and abilities, its Armor Class, number of attacks, and damage per
> attack" (PH2, pg. 37).  "Abilities" would include poison if the
> real-world creature has poison, but the THAC0 to use would be open to
> interperetation.  I'd use the character's THAC0, since that's not really
> a physical attribute.

I throw a little twist into it when I DM.  A druid can only shapechange
into a creature (s)he has studied.  I allow a druid to "learn" one animal
per level after the ability is gained, starting with one.  This allows the
power to gradually increase.

-- 
Il Hwan Oh                              | "You live and learn.
Computer Facilities Manager             |   At any rate, you live."
University of Washington, Tacoma        |            -- Douglas Adams
iho@cac.washington.edu                  |
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
From: wright@latcs2.lat.oz.au (Michael G. Wright)
Date: 15 Dec 92 14:24:27 GMT
Organization: Comp Sci, La Trobe Uni, Australia
Keywords: ectoplasmic form

Use the spell Magic Jar on them.
Use the spell feeblemind on them.
Use the Telepathic Science Domination on them.
Use the Telepathic Science Mindwipe on them.
Use the spell cause disease on them (they'll have to hang around to get it
   cured).
Use the spell Imprisonment on them.
Use the spell Trap the soul on them.
Be a bastard and use a wish.
Be a _real_ bastard and kill the Psionicist (after all, it's what the players
   would to to their enemies)

Any I've forgotten? 
-- 
Michael Wright            _-_|\    
LaTrobe University,      /     \   Hang on! I've got to think of something 
Melbourne, Australia.    \_.-_*/   smart to put in here now! 
wright@latcs1.lat.oz.au       v
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: Small query on multiple mages in a party...
Date: 15 Dec 92 11:39:13 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd3.cis.pitt.edu

In article <1992Dec14.191728@cc4.kuleuven.ac.be> stud02@cc4.kuleuven.ac.be writes:
>I have a party in which we have a human mage and an elven thief/magic-user.
>The mages would like to learn spells from eachother.  Because they have

	[...]

>when learning a spell from a scroll the scroll is destroyed.  Would this be
>likely to happen to the page the spell is written on in the spellbook?

	I'd say... NOT! Unless you allow spellbooks to be used EXACTLY like
scrolls, to cast the various spells in the books (WITHOUT the chance for
blowing away extra spells on either side), it would be amazingly twittish
to have the spells disappear.

	At the very least, the mages should be able to memorize spells from
each other's books, and write them down from memory (losing the spell slot
for the day, of course).

                                 Sea Wasp
                                   /^\
                                   ;;;
From: tfpayn01@ulkyvx.louisville.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Date: 17 Dec 92 19:41:43 GMT
Organization: University of Louisville

In article <1go7r9INN6op@matt.ksu.ksu.edu>, raycole@matt.ksu.ksu.edu (Ray Cole) writes:
> In <833@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
> 
>>In article <BzCx8C.G0v@undergrad.math.waterloo.edu> cbnorman@cayley.uwaterloo.ca (Bruce Norman) writes:
>>>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
	[...]
>>of metal? Will gold work? Lead? Titanium? Mithril? Iron?
> 
> 
>>					Sea Wasp
> 
> What I rule on helms and metal is that metal covering the head will disrupt
> the psionic power (yes, this is arbitrary but so are a lot of things and its
> my world so I can do what I want).  Going along with this, if the psionisist
> is enclosed in a metal room his powers won't work outside of the room, but
> they will inside.  For the case of a person enclosed in metal, the psionisist
> can't affect him, but he could affect the container.
> 
> Also note that if there is a window in the room that the psi guy is enclosed
> in, he can project his powers out of the room.  As to the why's of it,
> why not?  We know that metal can block many things, whose to say that it
> can't block a psi's power.  Any way that's my $.02 worth
> 
> Ray
	This brings to mind something I've heard, though I can't verify it in
the rules, Ray....

	If you place a psionicist in a room made of lead walls, he is
neutralized (he'll have his PSPs, he'll feel himself utilizing powers, but they
have no affect.  Actually, this'd be a great roleplaying action).

	Help me out, people, if you know what I'm talking about.

-- 

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>
From: tfpayn01@ulkyvx.louisville.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Read Magic
Date: 18 Dec 92 17:44:24 GMT
Organization: University of Louisville

In article <1gr10qINNav@crcnis1.unl.edu>, pmenard@cse.unl.edu (Patrick Menard) writes:
> Does anyone else out there think its kind of stupid to have a spell that allows
> you to read spells?  How are you supposed to read the 'read magic' spell to
> begin with?(kind of a catch-22 I think)
> 
	[.]
> material components available, and still had a spell learned.(which would be
> forgotten in place of the one cast (this is another thing I've a problem with,
> but thats for another time ;)  )))
> thats all for now.
> 
> Shadow

	Welp, I hate to do it, but here goes.

	Small wick please.

	"Spellcraft" will let one konw what KIND of magic is cast, as in
Mage/Cleric, AS the person is casting.

	"Read Magic" allows the mage to look at runes or text, and by knowing
the characters used, decipher what kind of spell it is (read novels, there's a
billion references to such.)

	As far as components?  We've never used 'm, 'cos our group's too big,
and we don't have the time.

	NOTE: the Barbarian out of Unearthed Arcana can recognize a spells
going off, though he can't decipher what it is.

	.93, .07 is your change sir.
-- 

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
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/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>
Newsgroups: rec.games.frp.dnd
From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Subject: Re: Druid Shapechange
Organization: Johns Hopkins University CS Dept.
Date: Tue, 15 Dec 1992 04:45:36 GMT

In article <1992Dec14.231807.1@wharton.upenn.edu> millerl@wharton.upenn.edu writes:
>On another question about druid shapechangers, in that campaign my druid
>was able to shapechange into a cobra, and into a spitting cobra, both
>forms which he used to escape from hostiles. After discovering that this
>worked he started changing into cobras and other vipers regularly and
>milked the venom from his own fangs, and he sold it (to apothecaries
>only, nudge nudge, wink wink) for lots of gold and some antivenom.

He should find that the next time he changes into a viper his venom glands are
still empty, and to recover it he has to wait around in viper form for as long
as it would take to do so if he were a normal viper that ran out of venom.
--
"the bogosity in a field equals the bogosity imported from related areas, plus
the bogosity generated internally, minus the bogosity expelled or otherwise
disposed of."  -- K. Eric Drexler

Ken Arromdee (arromdee@jyusenkyou.cs.jhu.edu, arromdee@jhunix.hcf.jhu.edu)
From: c188-cr@po.berkeley.edu (Chua Hak Lien)
Newsgroups: rec.games.frp.dnd
Subject: Good City articles in Dragon Magazine...
Date: 19 Dec 1992 14:16:03 GMT
Organization: University of California, at Berkeley
NNTP-Posting-Host: po.berkeley.edu


I need the issue #'s and the article names for some good city-related
articles from Dragon Magazine. If you know where I can find them, drop
me a line. Thanks.

Chua
+==+
From: wsbusr1@rwa.urc.tue.nl (Boudewijn Wayers)
Newsgroups: rec.games.frp.dnd
Subject: Re: Question about Detect Magic
Date: 17 Dec 92 13:05:15 GMT
Reply-To: wsbusr1@urc.tue.nl

JBOSTERS@KUBVX1.KUB.NL (Jeroen Bosters) writes:

>recently I wondered about the following. When a cleric casts a detect magic 
>spell he has a chance of learning the sphere of magic. But in that case a 
>problem arises, how do you handle the situation that a cleric uses detects 
>magic on wizard magic. Can he in that case determine the sphere or would you 
>rule this impossible because it's not priest magic so he couldn't know?

Een MU-spell heeft geen sphere, alleen een school. Een cleric kan hier
dus niets aan ontdekken.

>Folllowing this, if you rule he couldn't know would it be possible to learn?
>(for example, if in a party a mage and a priest decide to teach eachother by 
>showing the magic. I mean: the mage cast a spell and tells the priest the sphere
>afterwhich the priest uses detect magic to learn how the magic "looks"?)
>Would this be reasonable, I'd say yes.

Zelfde argument. Een MU-spell heeft geen sphere, dus de MU kan deze ook
niet vertellen tegen de cleric.

Anderzijds hebben clerical spells WEL een school, dus de MU kan met
ZIJN Detect Magic WEL de school van een clerical spell ontdekken.

Ik wist trouwens niet dat jij ook aan ADND doet...


-- 
Boudewijn Wayers, wsbusr1@urc.tue.nl.
Keeper of the Great Net Spellbook and Prayerbook.
Organization: Penn State University
Date: Fri, 18 Dec 1992 14:45:08 EST
From: <SFC104@psuvm.psu.edu>
Newsgroups: rec.games.frp.dnd
Subject: Re: Priests and Spellcasting
Distribution: usa
 <BzFHs1.L0u@mentor.cc.purdue.edu>




    In our game our clerics can pick one of two ways to cast spells on a given
day.


      (1)  The cleric can take time in the morning to meditate/pray and then
          during the day when he needs to call on a specific power (i.e. cast
          a spell) he prays for it right there.  But, it is not automaticlly
          sucessful, the cleric must make a wis check - spell level.

(2)  The normal PHB route, memorizing/praying for specififc spells each
          day.


    I think the advantage to this system is that at low levels, when you are
only casting low level spells the first method is more versital.  Since you
can't cast a large number of spells each day, and wis checks for 1-3 level
spells are usually in the range of 12-19, its not bad.  Also at higher levels
it is not advantageous for the cleric to go by method (1), the wis checks are
just too hard.  Also using method (1) if you fail the wis check you lose the
spell.  All this, of course, is IMHO.


                                                   BT
brian@opus.chem.psu.edu
Newsgroups: rec.games.frp.dnd
From: aranta@milton.u.washington.edu (Aaron Ranta)
Subject: Re: Bastard DM from Hell &a matter of Honour
Organization: University of Washington, Seattle
Date: Thu, 17 Dec 1992 01:14:37 GMT

In article <1gm3qoINN2f2@huon.itd.adelaide.edu.au> phil@adam.adelaide.edu.au writes:
>In article <1992Dec15.184131.1@economics.adelaide.edu.au>, ecrjbruce@economics.adelaide.edu.au writes:
>
>> In a situation like this where
>> does a paladin go?  If they are to be effective they will need information yet
>> if an opponent refuses to give it they are effectively hamstrung.  So where do
>> they go?
>
>I have thought of this for some time, and I believe that the following
>is reasonable.  A paladin my not have many *things*, and may not keep
>much money, so I would have the paladin spend some aquired cash on
>clerical scrolls such as "detect lie", etc.  These one-shot magical
>items (as well as potions) I do not consider to count towards magical
>item limits for character classes.  The spell *will* tell you whether
>he is telling the truth, no other physical technique will.  Other
>useful spells for the same techniques are "hold person" and "charm
>person".
>

That's not that reasonable at all. The paladin is still effectively useless
in any and all questioning situations.

Paladin: Tell me who hired you?
[paladin has detect lie spells all ready to go]

Captive: No.

end of story.

Making the poor paladin have to use detect lie stuff and the like does no
good at all if the person being questioned just refuses to answer.
He can't carry it any further. He can't put forth any threats (real or
otherwise), he can't smack him around any. He IS hamstrung.

So remember, all you thiefly types, if you get caught by a paladin, and
he asks you questions, just refuse to answer, don't lie.

Sure, you can force him to be a walking arsenal of spells, and force him
to charm the lowly captive, or possess him somehow... but it can be
argued that forcing ones will over another in this way, is not a LG
occupation (at least in present day society, what with repressing individual
freedom, et al, and I'm sure it translates to some degree)

Personaly, I don't think I'd ever play a paladin, just cause this whole
honour thing is just too hard to figure out, and is open to way to much
interpretation on both the DM (tm) and the players' parts. Of course, if
you like arguing with each other....
*chuckle*

just a point,

Aaron.

Newsgroups: rec.games.frp.dnd
From: rsm58307@uxa.cso.uiuc.edu (Ron)
Subject: Re: More Wishes!
Organization: University of Illinois at Urbana
Date: Fri, 11 Dec 1992 23:27:45 GMT

>>Anyway, we were around third or fourth level, and on Ravenloft. Anyway, one
>>character had a Luck Blade, and we were getting screwed by a vampire and a
>>pack of about 15 wolfweres (no joke!).  Well, far from winning, we decided
>>to expend all three wishes from the Luck Blade. We wished that each person
>>in the party (about 4 of us) would have a powerful weapon that is most suited
>>to the personality of that person, and that that person would be able to use 
>>the weapon that he/she got. We also sacrificed all of the magical items
>that we had at the time (not many). Well, of course, our DM totally screwed us
>>on the wish, and the party was killed. Here's what happened: He gave us the 
>>weapons, but they wouldn't come out of the sheaths, and our hands wouldn't 
>>come off of the weapons. While we were fumbling around with our useless 
>>weapons, the wolfweres and the vampire had a mass slaughter.

I would have given you the weapons and let you keep them.  They would have
fit your personalities perfectly though! If the person is greedy, the weapon 
would do things to facillitate the gain of wealth, even at the disadvantage
of the person involved.  If they enjoy destruction, the weapon may cause them
pleasure as they hit. ...

	You wouldn't be wanting your weapon for very long.

Newsgroups: rec.games.frp.dnd
From: gm1116@albnyvms.bitnet
Subject: invisibility
Reply-To: gm1116@albnyvms.bitnet
Organization: University of NY at Albany
Date: Mon, 14 Dec 92 20:15:29 GMT

Ok, I'm new but this is a humorous bit I thought I'd add.
(fun story from a con way back when)
Final round of the tourney, group is invading the evil temple
Mage casts invisibility on everyone.  Thief with VERY low ints response:
"My feet!  My feet are gone!  How am I going to walk
with no feet!"
Now, tell me, if your the DM are you going to say(while everyone else
is laughing and having a good time) that he CAN see his feet?
-Badger
GM1116@albnyvms