HDTenEightyP/NetNews huggingface dataset:
From: presley@oahu.cs.ucla.edu (Matthew Presley)
Subject: Hit Points and massive damage
Organization: UCLA, Computer Science Department
Date: Wed, 14 Oct 92 17:57:20 GMT

Here something I've been using for certain circumstances:

Massive Damage Multiplier (MDM) = current hps / starting hps


I use this for types of damage where the level of the character
really should have no relevance to how easily they should survive.
The damage for the character is multiplied by the MDM.

Falling, electric shock, etc.

For example, Adrius starting with 10 hps and now has 60.  
If he falls, I calculate falling damage and then multiply it
by 60/10 = 6.

There is always quite a look of terror on the faces of the players
when I ask what their MDM's are.

My reasoning is this:  I think the hps system is good for simulating
combat.  There is also something nice about watching your hps go down
slowly but hanging in there to help the party.  The numb quick death
of non-hps systems have always left a dry taste in my mouth.  However,
a 10th level warrior should not have a much better chance of survival
than a 1st level warrior when falling from 100 feet.  Actually, I do
give a saving throw because heros are, afterall, heros.

So the MDM comes in handy for "make up" for the unrealism of the hps
system.  

For those of you who want something a little more advanced for MDM
try using:

MDM = 3/4 + 3/4(current hps/CON)

This is actually what we use and it works well.
I get the figure by reducing the expression:

MDM = 3/4[ (curr hps + CON) / CON ]
-- 
Matthew Presley (UCLA CS Grad. Student) & (JPL CS dude)
Internet (presley@cs.ucla.edu) or (matt@sapphire.jpl.nasa.gov)
"Twisted yellow puppies play loudly broken flutes..."
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.dnd
Subject: Re: stats for Aliens
Date: 10 Oct 92 11:19:54 GMT
Organization: Chalmers University of Technology

In article <70690@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>In article <1992Oct9.184204.11389@ugle.unit.no*> skomedal@solan.unit.no (Knut Torstein Skomedal) writes:
>
>Well, you're certainly entitled to run your Aliens your way.  However,
>if you are going to try and keep this similar to what we saw in
>the movies, you need to re-do a LOT of this stuff.

  I think he used the Aliens as described in 'Aliens the RPG' by Leading Edge.

>Jorge Diaz                       | "I want you to remember, Clark... in all

-bertil-
--
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
		"Revive the Swedish-Madagascan Brigand Pact!"
Newsgroups: rec.games.frp.dnd
From: kjenks@gothamcity.jsc.nasa.gov
Subject: Re: Intelligent opponents (was Re: Lich & Demi-Lich...)
Originator: kjenks@gothamcity
Organization: NASA/JSC/GM2, Space Shuttle Program Office
Date: Sat, 10 Oct 1992 21:15:52 GMT

In article <BvqE10.K0@mentor.cc.purdue.edu> slip@sage.cc.purdue.edu (Doolie) writes:
> All this talk about liches started me wondering.  Does a Lich have to
> LOOK like a lich?  I mean, couldn[']t they simply put a permanent [alter]
> self on themselves to look alive?.  This way, they could look like a
> [living] human, smell like a human, feel like a human, but still be a lich.

               ^^^ Huh?  "When this spell is cast, the wizard can
                          alter his appearance and form..."  PHB2, p. 139.
                          It says nothing about smell.  Troglodytes?

No, "Alter Self" is not one of the spells which can be made Permanent
(with Permanency).  Unless the lich uses a Wish.  But, then again,
he might.  ("Age three years?  Who me?") (Five years for AD&D2.)

I play AD&D1 rules, and MM1 states that a lich is immune to polymorph.
I've taken this to mean that it can't cast Polymorph Self or
Shape Change.  So, basically, a lich is always a lich.

Now if the lich were an AD&D1 Illusionist, it could cast Change Self....

-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
      kjenks@gothamcity.jsc.nasa.gov  (713) 483-4368

      "Orcs are fecund and create many cross-breeds, 
       most of the offspring of such being typically orcish."
         -- AD&D Player's Handbook 1, p. 17
Newsgroups: rec.games.frp.dnd
From: 910252m@ace.acadiau.ca (DWAYNE ALLAN MACKINNON)
Subject: Re: Lich / Holy Swords
Organization: Acadia University
Date: Fri, 9 Oct 1992 22:48:08 GMT

In article <7117@blue.cis.pitt.edu.UUCP> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
>Subject: Re: Lich / Holy Swords
>Date: 9 Oct 92 03:12:47 GMT
>In article <1992Oct8.202541.18016@sol.UVic.CA> caughey@engr.UVic.CA writes:
>>In article 7065@blue.cis.pitt.edu.UUCP, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>>>	Level is virtually irrelevant. The Paladin should get one ONLY
>>>if he's done something so staggeringly Paladinish that the Gods will
>>>notice and say, "For heroism and truth,justice,and the American Way
>>		                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>
>>But isn't this a contradiction?...              :-)
>>"Ten million lemmings can't be wrong"   Victoria, B.C., CANADA 
>							 ^^^^^^^
>
>	Laugh while you can, monkey boy. When we annex Canada, you'll
>change your tune. Ha! Ve haff vays of dealink mit your kind...
>
>                                 Sea Wasp
>                                   /^\
>                                   ;;;
>
>
Whoo boy, am I embarassed. Teach me to read the posts very carefully next 
time. I didn't realize it was a Canadian ragging on an "American" and the 
American responding. (I do think that bit about annexation bites, but I'm 
sure you were only kidding................)

DMK
Acadia University, Nova Scotia, Canada.
From: larwick2476@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Sword of Great Beauty... (new stuff)
Date: 16 Oct 92 16:47:16 -0500
Organization: University of Northern Iowa

   For anyone out there who has always been interested in adding new items to
campaigns... here's a sword that I created.
   There is only 1 of them, and it is magical.
   The bearer of the sword receives a +1 for Com (looks, etc.).
   The sword "glows" with the brightness of day (Note: it glows, but it does
not shed the light outside of the sword itself... making fighting in the dark
kind of interesting :) ...)
   Once a day (at least 20 hours in between) the sword will release its "glow"
in a 20 ft. radius for 1 hour upon command by the bearer.  This is equivalent
to daylight.
   The glow can only be blocked by the sword's original sheath or by a
non-transparent solid at least 1 ft. thick.  The sword is a +1 to hit against
evil creatures, and a +4 damage against evil (or +2 against other).
   The sword is equivalent to a long sword in length and power.
   Any evil creature that touches the sword (not sheath!) receives 2 H.P. of
damage and drops the sword (unless it is holding it by the sheath...
essentially it is the swords "glow" that causes the damage, which can be
blocked... see above)
   The sword is called "The Sword of Great Beauty" and is currently said to be
lost near a remote lake in the mountains.
   Let me know what you think of the sword. (e-mail = LARWICK2476@UNI.EDU)

                  -Bret Larwick 
Newsgroups: rec.games.frp.dnd
From: loren@leland.Stanford.EDU (Elina Aulikki Compton)
Subject: Tolkien
Organization: DSG, Stanford University, CA 94305, USA
Distribution: na
Date: Sat, 17 Oct 92 01:17:58 GMT

I cannot believe that some people have not read Tolkien, or if they have,
do not like his works.  Some schools teach out of "The Hobbit" and there
are many "subtle" things that the normal trash fantasy reader would not
pick up on in his works.  Tolkien is a legend, and he is in my book, 
considered to be the "Grand-dad" of fantasy.  
	If people are so naive to put-down Tolkien, they have not read 
it hard enough!  Let us just try to imagine if we would even have such 
a variety of fantasy books and RPG's today without Tolkien.   


It is easy to rip on the dead because they cannot talk back to you.


Defender of Tolkien,


Scotty (Paladin now, I guess)  Keep your mind open.  :)

Newsgroups: rec.games.frp.dnd
From: thealien@unlv.edu (Sean McCarthy)
Subject: Re: Intelligent opponents:Dragon
Organization: UNLV
Date: Sat, 10 Oct 92 04:49:20 GMT

In article <JAMIE.92Oct9220659@kauri.vuw.ac.nz> jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:
>With all this talk of how undefeatable dragons are, I'd just like to
>ask a couple of questions. Like, why aren't they usually the dominant
>race in any game world? And what do they do in their spare time?
>
>I realise that the second question is always going to be
>campaign-specific, and that the first does link into this to some
>extent. However, I'm sure someone has some good answers to the above,
>and I for one would like to hear them.
>
>Jamie

	Why aren't dragons the ruling race?  As my first point, I'll
throw out Piers Anthony's concept that EVERY RACE thinks they
dominate.  Another is that dragons are rare...that perhaps they have
that immortal detachment "Politics?  I blink and empires fall.  I
blink and armies fall, sometimes because I wanted them to.  This world
is too changing to worry about mere humans."-Zlask, a True Dragon from
our campaign circa JHS.  What do they do in their spare time?  Lay on
piles of treasure?  In our campaign dragons are quite social, and talk
to each other all the time.  They also astrally project a lot.  But
when you live forever(practically) years of sleep mean nothing!  Some
dragons work directly towards a cause, good, evil, tribble rights,
what{ver, but most simply ignore humanity as it cycles around them.
This is all IMHO, of course!
____________________________________________________________________________
Sean McCarthy IS             {  }"I'm told it's my duty to fight against
thealien@cs.unlv.edu          }{   the Law, that there's freedom in my blade
thealien@redrock.nevada.edu  {  }  and that wizardry's my trade.."
"Chaotic is NOT Evil!"- Me    }{    -Black Blade by Blue Oyster Cult
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Thu, 15 Oct 1992 00:29:03 -0400 
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Subject: Re: house-rules

Post it!  I'd love to read anything that helps the thief!

\begindata{text,17029828}
\textdsversion{12}
\template{default}
\majorheading{Jordan M. Wolbrum

}\center{\smaller{at jw67@andrew.cmu.edu

}}\enddata{text,17029828}
From: lum@cs.tu-berlin.de (Lutz Hofmann)
Newsgroups: rec.games.frp.dnd
Subject: Re: Intelligent opponents (Birth of Dracolich)
Keywords: Lich, origins
Date: 16 Oct 92 16:06:20 GMT
Organization: Technical University of Berlin, Germany

Demi-lich : Tomb of Horrors  S1
Draco-lich: White Plume Mountain S2

Yours  Sincerely   Lutz Hofmann
                   lum@cs.tu-berlin.de
-- 
Ob. Disc: Dies ist kein Flame.   ---   This is no flame.
From: loren@leland.Stanford.EDU (Elina Aulikki Compton)
Subject: RE: Alignments: A New Look
Organization: DSG, Stanford University, CA 94305, USA
Distribution: na
Date: Mon, 12 Oct 92 00:16:56 GMT


In follow-up to Geoffrey Eastbrook's alignment views, I agree that 
two words do not give enough definition to the entire disposition 
of the character.  The way we do it here, we have a word to word
ratio like this:
		Order........Disorder
		Trust........Dishonest
		Simple.......Complex
		Patient......Impulsive
		Optimistic...Pessimistic
		Direct.......Evasive
		Assertive....Surpressive
		Dependent....Independent
		Good.........Evil

You get the idea.  If you base these on a scale from 1-10 (d10), where
5 & 6 are neutral with slight tendencies, 4 & 7 have some tendencies,
3 & 8 agrees with the word, 2 & 9 strongly agrees, and 1 & 10 live
by the word.  By making a scale of what ever anti/opposite words you
desire, it becomes very clear how you should play your character.

Furthermore, this system is FLEXABLE!  A change from Lawful good to
Lawful Neutral or Neutral Good will make your Paladin a regular
fighter.  Your DM can put a number limit on the words that apply
to your Paladin, and with time, if your character changes person-
ality (and characters SHOULD change with time), your DM will know
the number limit that should not be exceeded.  For example,

	1	Morality.5...6.Non-morality	10
	1	Honor.5......6.Dishonor		10

The Paladin cannot go above five, our his/her Paladincy will be
revoked.  This system might be a little more complex, but is more
realistic, and adds into account racial modifiers that the character
might possess such as Curiosity (Kenders), Stubborness (Dwarves),
Honor (Klingons), more neutral views for Humans, you get the idea.

I hope this helps you out, Geoffrey!  Good Luck!
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp.dnd
Subject: Re: A question about dual class characters
Date: 14 Oct 92 17:37:52 GMT
Organization: Georgia Institute of Technology

In article <1992Oct13.151722.7588@iscsvax.uni.edu> boelter3945@iscsvax.uni.edu writes:
>In article <AeqSsbC00VooQ8BpNy@andrew.cmu.edu>, "Joseph E. Beck"
>   <jb8n+@andrew.cmu.edu> writes:
>> 
>> Consider:  a fighter can wield  a long sword and a dagger, but *not* 2
>> daggers (1 weapon must be of shorter length than the other).  
>
>   Actually, two daggers can be used at the same time.  This is one of the
>exceptions to the 'longer length than the other' rule.

Actually, it would probably be a not-bad idea to change that to:

A character can always use two small weapons.  If a fighter can use a
short sword and a long sword, why not two short swords?  Two longswords is
out of the question, but why not two short swords?


-- 
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."
From: s892341@minyos.xx.rmit.oz.au (Matt=Goodall)
Newsgroups: rec.games.frp.dnd
Subject: Re: Input wanted on a combat scenario
Date: 16 Oct 92 01:42:12 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

Elf: rub the teleport amulet you wear around your neck.
Mr Brawnie: No worries, the elf only has a dagger so take it like a
man! 

Matt
-- 
Matt Goodall
s892341@minyos.xx.rmit.oz.au
Famous last words: "Who's the bitch with the spiders?"
From: fannicm@wkuvx1.bitnet
Newsgroups: rec.games.frp.dnd
Subject: Re: Critical Hits ... again (sorry)
Date: 15 Oct 92 17:13:34 GMT
Organization: Western Kentucky University, Bowling Green, KY

In article <sgibson.1.719146037@cs1.uct.ac.za>, sgibson@cs1.uct.ac.za (S GIBSON) writes:
> Firstly, let us look at the actual weapon ... (in this case the 2-handed 
> sword). It is large, sharp, long, heavy and very very mean (when wielded 
> correctly), the actual physics of the weapon lend to the quick and bloody 
> demise of one ( or both ) of the opponents, right? If you look at the 
> medival knightly combat this will become plainly evident.

   Just to be a dick, I must say that most medievil knights did not use
swords, no matter the size.  The mace and flail were much more effective
weapons against the armor worn back then.
 
On to the subject matter, look in the best of dragon anathology vol 5.  You
are not the first person to have that idea.

-----
Master Hawk
Leader of the Night Parade

   "And it shall come to pass that what men made shall be shattered, and
the Shadow shall lie across the Pattern of the Age, and the Dark One shall
once more lay his hand upon the world of man."
                              -from The Karaethon Cycle:
                               The Prophecies of the Dragon.
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Weapon attacks / round (was Re: A question about dual class ... )
Date: 15 Oct 92 17:02:14 -0500
Followup-To: rec.games.frp.dnd
Organization: University of Northern Iowa

In article <dmatiske-141092215420@archmacconsultant.architecture.lab.nd.edu>,
   dmatiske@larson.helios.nd.edu (David Matiskella) writes:
> My question
> is how many attacks a round does a character who has specialized in a long
> sword get if he is using a long sword in both hands?

   Depends on what level he/she is at.  Let's say 7th level (where a
specialized person gets 2/1 for the weapon).  Then, using 2 longswords, will
get the person 3 attacks per round:  2/1 for the primary hand (specialized),
and 1/1 for an offhand weapon.

   Now myself, I allow a further house rule that can change this.  You can
spend proficiency slots towards your off hand to remove these penalties and
train with weapons in this hand, and even specialize in this hand if you
want.  Example (fighter with 5 slots available):
   1) Ambidexterity/Coodination (reduces offhand fighting penalties)
   2) Proficient with Longsword (primary hand)
   3) Specialized with Longsword (primary hand)
   4) Proficient with Longsword (secondary hand, allows normal attacks per
                                        round with this hand).
   5) Specialized with Longsword (secondary hand, gives spec. bonus for
                                        off hand).

   Now this may give heavy bonuses to fighters, but I let this because of the
amount of slots it takes for just that one weapon, the fact that they are a
fighter, they should be mean fighting machines, Strength bonus to hit and
damage is not allowed (only give to your primary arm), unless you take
Ambidexterity twice (2 weapon slots), and the fact that most people could not
use 2 longsword unless they had 2-weapon style or are a Ranger.

   Just my $0.02 worth of ideas.

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* The individual who said we only use 10%  * The first 90% of a task takes    *
* of our brain's mental capacity, was      * 90% of the time, and the last    *
* probably 90% incorrect.                  * 10% takes the other 90%.         *
*            -Unknown comic on A&E-        *   -99 rule of Project Schedules- *
*******************************************************************************
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Input wanted on a combat scenario
Date: 14 Oct 92 09:01:17 GMT
Article-I.D.: iscsvax.1992Oct14.140117.7645
Organization: University of Northern Iowa

In article <digdug.719070802@vincent2.iastate.edu>, digdug@iastate.edu (Doug
   V Tran) writes:
> 
> Although, I would give the elf a decreasing chance every round to yell out
> a command word.  This is proportional to the amount of damage the elf have sustain.  In addition, the elf should be given a chance to go for his weapons.
> Again, this should be decreasing every round.  If you use the critical hit 
> rules, maybe the elf can try poking out a eye?

   Or perhaps just a called shot.  Called shot on the eye to distract him,
called shot on the arm to force him to drop the elf.. possibilities..

> If Mr. Brawn had any brain, he would have told his companions to sneak around
> and back-stabbed the elf.

   They wouldn't get a back-stab per se unless the elf didn't know they were
there, and it was a thief (obviously).  They'll still get a nice +2 to hit
from behind, no Dex, no Shield.. pretty easy hit there.

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* The individual who said we only use 10%  * The first 90% of a task takes    *
* of our brain's mental capacity, was      * 90% of the time, and the last    *
* probably 90% incorrect.                  * 10% takes the other 90%.         *
*            -Unknown comic on A&E-        *   -99 rule of Project Schedules- *
*******************************************************************************
From: wright@latcs2.lat.oz.au (Michael G. Wright)
Newsgroups: rec.games.frp.dnd
Subject: Re: Dark Sun
Date: 15 Oct 92 14:49:22 GMT
Organization: Comp Sci, La Trobe Uni, Australia

anderts2@mentor.cc.purdue.edu (Aaron Smith) writes:

>     Being a large fan of DarkSun myself, I would like to add my opinion in here...
>ACE here is right that DarkSun can be a munchkin game.  I happen to know an AD&D game being played right now (Not in DarkSun) That is a hell of a lot more munchkinish that anything found in DarkSun.  DarkSun is powerful.  It can be twisted into a powergamer's fantasy.  But it also has a lot of potential for role-play and counters the relative power of the characters with an environment which requires a bit of a edge over normal AD&D just to survive.

Yeah! Right on! I think that DARK SUN is more of a challenge to the experienced
gamer than an attempt to please the Munchkins. After all, they've got 
Oriental Adventures still  (slips ring of fire resistance onto finger).

-- 
Michael Wright            _-_|\     Peg- "Al, can I have a thousand bucks?" 
LaTrobe University,      /     \     Al- "Why sure honey, have you got change
Melbourne, Australia.    \_.-_*/          for a million?"
wright@latcs1.lat.oz.au       v                Married with children. :-)
From: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.frp.dnd
Subject: Re: Kobalds in large numbers
Date: 15 Oct 92 20:23:56 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

>It appeared in an old Dungeon Magasine, I don't remember the number, but the
>adventure was called "Out of the ashes". 
    I think it was number 16 (don't quote me on that
>You take some hundred kobolds, arm them with stones from Necklace of missiles
   I loved this
     The Kamikaze Kobold Corps
>("Fireball-gems, if you like), and make ambushes. Like this:
>The fighter-priest goes first, the others behind him a few yards.
>DM:	"You are in a hallway, there are 10 kobolds in the room 50' ahead. There
>	are some small holes in the walls."
>PC's: 	"Walk slowly forward."
>DM:	"The room seems to explode around you as 30 kobolds throw some gems at
>	you. 150d6, save for half. No. 2, 75d6, no. 3 25d6."
>PC's:	"Gah!Urg!SHIT!!!"

>The kobolds blasted temselves out of existence, of course, but kobolds are nice
>kamikaze-warriors, don't you think?
  before someone who never even looked at this decides that this is plain 
stupid, and why are the kobolds killing themselves just to defen their homes,
blah, blah, blah... The kobolds families were held hostage by an ancient red
dragon with a wish of retaliation against the adventurers-basically you fry 
them or I fry your family
>You don't have to use grenades. Kobolds armed with spear in ropes (like Tarzan)
>as the party crosses the narrow bridge, pushing the PC's off into the sharp
>stones below, for 20d6 + extra sharp stones, is just as effective.
>Nice, don't you think?
  Definitely, by them time the adventures got to the dragon (I forgot his name)
they were so damaged that the they had a very, very hard time defeating it.  
and theirs the fact that they didn't even kill it (flew out a magic portal
or something, need to get that issue out and look at it). Wow, intelligent uses
of kobolds and dragons in the adventure (will wonder never cease)
******************************************************************************
Alt.pub.havens-rest   *      Don Shaffer
vote yes, yes yes     *  _\_ dshaffer@andromeda.rutgers.edu
mail to this address  *  |/ 
-------------------------|
Newsgroups: rec.games.frp.dnd