HDTenEightyP/NetNews huggingface dataset:
From: 003695s@ace.acadiau.ca (STEPHANE ANDRE SAVOIE)
Newsgroups: rec.games.frp.dnd
Subject: Mage Robes
Date: 14 Nov 92 00:42:41 GMT
Organization: Acadia University


	You, know something that's been bothering me for a few days now is 
the simple question of "Why do Mages wear robes."
	Now, it might be simple to say "because they want to", or "because 
it fits into their view of a mage", but this causes a few logical problems.
	A good example might be a campaign where the player might not want 
to be known as a spell-caster.  Why bother?
	Of course, you can say "so they can keep/hide spell component", but 
that doesn't reallly cut it IMO.
	Personally, I kinda like the "Shadow" theory:
The Sadow was a pulp hero in the 30s.  His relavance was that he wore a 
large cloak which he would swirl and contort in to reduce his chances of 
being hit in (by bullets or otherwise).
	I kind-of think this is neat.  I really can't think of a logical 
reason why robes/cloaks shouldn't reduce a wearer's AC by 1 or 2.
 Comments?
 
 KID ANARKY
From: fes9s@faraday.clas.Virginia.EDU (Frank Erick Sellin)
Newsgroups: rec.games.frp.dnd
Subject: Re: Alignement change and consequences
Date: 5 Nov 92 18:16:08 GMT
Article-I.D.: murdoch.1992Nov5.181608.21721
Organization: University of Virginia

Just a minor nit about the ranger who went off and hacked up a rather
hungry wolf:

  I can imagine a very Celt(just as an example, I'm sure other cultures
dislike such predators as strongly, too) ranger going after that wolf 
like there's no tomorrow, if he sees a higher good in protecting society
or his friends from it.  I suppose it might be different if he's a member
of the Sierra Club, but I suggest to you that not all sword-swinging
rangers are necessarily touchy-feelie Greenpeace types. (Neither are
druids for that matter;  the true old Celtic druids had a thing about
religious sacrifice...)

Does anyone else out there agree that these character classes are 
often something other than granola-heads?

Frank Sellin
=============
"Let me make you a present of song
 As the wise man breaks wind and is gone
 The fool of the hourglass is cooking his goose
 As the nursery rhyme winds along..."
        --Jethro Tull
=============
Newsgroups: rec.games.frp.dnd
From: cmanry@luke.wsu.edu (Charles (skip) W. Manry Jr.)
Subject: Looking for some C-programs that were posted.
Originator: cmanry@luke.eecs.wsu.edu
Organization: Washington State University!
Date: Mon, 9 Nov 92 00:52:02 GMT

I erased my copies  of gems.c and jewelry.c { 8-(  }.  

Would the author(s) of these programs mail me new copies!
Or if someone on the net would tell me where I can get new copies via FTP.

Unless you are the author(s) of the programs please do not send me a copy 
via e-mail.  I can't have my e-mail box and disk full of copies of these 
programs.

Thanks,  Skip.

.sig here!  (under construction)
Newsgroups: rec.games.frp.dnd
From: johnf@apollo.hp.com (John Francis)
Subject: Re: Most powerful PC ever
Date: Mon, 9 Nov 1992 22:24:16 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA

In article <BxGxHA.GqL@acsu.buffalo.edu> v124jw4y@ubvmsb.cc.buffalo.edu (Benjamin R Pierce) writes:
>
>Because my response wouldn't have made sense without the argument I was
>responding to, and editing it would have destroyed the, "Oh, yeah, well
>I win because...", "No you don't, I do, because..." quality of the exchange.

No it wouldn't.
-- 
John Francis                                 johnf@apollo.hp.com
with 9 cats to feed, I don't have time to think up a clever .sig
Newsgroups: rec.games.frp.dnd
From: tmh@expert.cc.purdue.edu (Todd M. Helfter)
Subject: Re: Raistlin
Organization: Purdue University Computing Center
Date: Thu, 5 Nov 1992 23:03:57 GMT


	Actually, Raistlin fits into 2nd Edition AD&D much better than first.
   
	--  In 2nd Ed. Black Wizards get all spell spheres.
                       Red & White get all but necromancy
                       They all use the same experience chart but black
                       wizards have more power because they have greater 
                       spell access and fewer morals.

   	--  In 2nd Ed. Characters don't just go poof at 18th level.
Newsgroups: rec.games.frp.dnd
From: bane@spock.uucp (Cameron Huang)
Subject: Re: Suicide
Keywords: suicide, question
Organization: Acheron Technical Institute 
Date: Mon, 9 Nov 1992 01:30:46 GMT

In article <1992Nov8.224206.19012@spock.UUCP> friar@spock.uucp (Tom Walcott) writes:
>I don't know if this has come up before, but how is suicide defined
>in regards to good or evil?  I mean, wouldn't an evil character commiting
>suicide, therefor ridding the world of his evil, be a GOOD act?
>And wouldn't a good character killing oneself be an EVIL act?
>This could lead to interesting scenarios, such as a evil person
>going to the seven heavens due to committing suicide when all was lost.
>The only person whom this would not affect would be the Neutral type.
>Just curious.  Lemme know if this has already come up or anything.
>

Why don't you kill yourself and find out, you paladin, you?

					--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
From: n9046319@henson.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: Rules for D&D in the Modern Day?
Date: 8 Nov 92 02:07:31 GMT
Article-I.D.: henson.1992Nov8.020731.27668
Organization: Western Washington University

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...

>Has anybody created such a system, and is it available for FTP?  I'd
>really like to know...it would save me a whole lot of work...

>--
>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

[flame on.]

	OOooooooooooooooooooooo!!!!!!!!!!  Can I play?!?!?!??!?
I have a 53rd level fighter/theif/cleric/mage with two of everything who
would fit in _perfectly_.

[flame off.]

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
Newsgroups: rec.games.frp.dnd
From: kjenks@gothamcity.jsc.nasa.gov
Subject: Re: I have one word to say about munchkins.....
Originator: kjenks@gothamcity
Keywords: Powerwords
Organization: NASA/JSC/GM2, Space Shuttle Program Office
Date: Thu, 5 Nov 1992 22:36:32 GMT

In article <6163@sersun1.essex.ac.uk> sandman%sx.ac.uk@essex.ac.uk (sandman) writes:
>	Power word: stun.

The problem is that they usually have too many hit points, too much MR,
and too many Rings of Spell Turning.

My favorite Munchkin magic item: a necklace which allowed the wearer
to wear a fully-functional magic ring on each finger, bypassing the
usual limit of two.  Metamagic rule bending.

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

      "There is no doubt; you have come to a place of ineffable Evil.
       Still, it is most certainly a place for high adventure and 
       untold treasures.  It is time to ready spells, draw weapons,
       check equipment, and set forth into the maze of peril that
       awaits you."
         -- AD&D Module T1-4, Temple of Elemental Evil, p.36
Newsgroups: rec.games.frp.dnd
From: tao@truffle.Princeton.EDU (Terry Tao)
Subject: Re: wish spell results
Originator: news@nimaster
Organization: Princeton University
Date: Wed, 11 Nov 1992 19:45:17 GMT

Wishing that maximum damage is done seems OK.  perhaps though there could
be a backfire effect, for example the villian looses a fireball and it
creates a humungus explosion and explodes prematurely, etc...

of course the players still get quite damaged but it's more unpredictable.

Wishing that all saves are failed is dangerous.  Think that if the PC's
wish this themselves.  You could put it another way: I wish that the PC's
run out of luck and skill (since level affects saving throws).  Also, this
kind of wish avoids game mechanics.  This is nearly as bad as wishing
people dead.  At least, you could make the PC's suddenly feel lethargic and
unlucky (begin tripping over things, etc.) though seemingly able to save
normally against all sorts of things (i.e. only against the villian will
their luck fail) and try to combat it (powder luckstones and rub them over
their body, etc.)

Terry
From: n9046319@henson.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: Spellcasting in Armor (was Re: Dual Class Characters)
Date: 14 Nov 92 01:33:54 GMT
Article-I.D.: henson.1992Nov14.013354.11963
Organization: Western Washington University

v073pzuy@ubvmsb.cc.buffalo.edu (Damned for all time...) writes:

>In article <2420@cix.cict.fr>, dutech@reseau.Berkeley.EDU (Groupe ELEVES) writes...
>> 
>>  [... 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 ...]
>> 
>>  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.

>How's this:  now that I think about it, if armor disrupts magic--why doesn't it
>prevent the casting *on*, as well as the casting *from*?  In other words, why
>isn't the plate-mailed fighter immune to the magic, if metal truly disrupts the
>magical energies?

>Just a question...

>>							Redwing.

>					---Lord Thanos

	The magic may be prevented from becoming _focused_ when a MU is casting,
however, after it has been "channeled" and directed it is much more stable...

	Just grabbing at straws....

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
From: n9046319@henson.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: Dual Class Characters
Date: 14 Nov 92 01:48:49 GMT
Article-I.D.: henson.1992Nov14.014849.12972
Organization: Western Washington University

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


> [... Chris Anderson argues that contortions prevent spellcasting while
>wearing armor...]

>  Ah, but my view of somatic components is MUCH different. For one, I
>use 10-seconds rounds instead of 1-minute. This prevents most of the
>"mad dance" somatic components you speak of. Somatic components, in my
>point of view, are mainly hand gestures, perhaps arm flailing, except
>for special ritual spellcasting. So such moves are NOT prevented by
>armor if the mage knows how to use one, at least as long as the lighter
>types are concerned...

>  I find the "no somatic-component spells allowed to be cast while in
>armor" still too restrictive. I believe (especially for multi-classed,
>since I know NO dual-class characters) that armor-wearing does not,
>except for specific spells (rituals) or specific mages (dance-magic),
>prevent spell casting.

>  BTW, If you state that armor hinders somatic components, how do you
>think clerics can cast spells while wearing plate mail ( the heaviest,
>most encumbering armor commonly worn ) ?

>  Just a thought, and IMHO, as usual...

>							Redwing.

	1) priests get their spells from God or his PR man.
	2) MUs get their spells in a more "scientific" manor,
		I rule they must channel their power and it is
		impossible to do in armour, however, once they
		channel it, it is then strong enought to effect
		others in armour.

	Just my $0.02

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
Newsgroups: rec.games.frp.dnd
From: barnett@mummy.agsm.unsw.OZ.AU (Glen Barnett)
Subject: Re: Writing Scroll questions
Organization: The Australian Graduate School of Management
Date: Fri, 6 Nov 1992 06:44:18 GMT

In article <1992Oct28.211135.26420@constellation.ecn.uoknor.edu> david@skyhawk.ecn.uoknor.edu (David Bump) writes:
>phatch@coyote.slc.mentorg.com (Phill Hatch (CONTRACTOR Documentation)) writes:
>
>
>>	In the DMG for treasure, scrolls are found 
>>	written by sixth level casters on up, for any
>>	spell casting class.
>
>>So when can a spell caster really begin writing scrolls?
>
>Neat, huh?
>
>>If a scroll is found with spells written by a sixth level
>>caster, why must PCs wait?  
>
>That is an inconsistency which I have eliminated by simply not
>allowing any scroll to be effective at less than 9th level, or
>the minimum level it takes to cast the spell in question....

You could always make it a rule that at higher level (e.g. 13th
or so) a mage can write a scroll spell of a *lower* level than
she can cast, with some associated benefit (perhaps the scroll
is less likely to go wrong, or takes less time or money to make,
or its easier to write several at once....). This will then remove
the inconsistency, and encourage mages to make scrolls of low level
(as well as making it possible for you to make even *lower* level
scrolls available if you like).
From: dutech@reseau.Berkeley.EDU (Groupe ELEVES)
Newsgroups: rec.games.frp.dnd
Subject: Re: Dual Class Character
Date: 10 Nov 92 09:11:22 GMT
Reply-To: dutech@reseau.Berkeley.EDU (Groupe ELEVES)


  [... Philip Young, about my vision of cleric/fighter dual class, that
I thead on the paladin class...]

  I don't care. I'd be happy to have a better explanation for them dual-
classed PCs that keep their priest abilities when their fighter level
catches up with their priest level. Either you don't allow priest powers
anymore ( but then, why ? especially 1st and 2nd level spells, which are
NOT provided by the deity ), or you come up with a reason and restriction
for them to still be functional.

  As for paladins, I'm sorry for them, but it's another problem. They are
NOT (IMHO) the holy warriors of any church. They are an embodiment of
chivalric virtues, coupled with a hefty dose of catholicism. Sort of
templars (not the DS one, the historical one) or Knight of the Round
Table, redesigned by TSR... They are not attached to any religion save
their own. Once again, the Templars and Hospitallers come to mind. Holy
warriors are quite different. They are fighters that have been imbued
with a portion (tiny) of their god's power, in order to better support
the church and enforce its will. THey are the tools of the god and its
priests (well, mostly of its priests).

							Redwing.
Newsgroups: rec.games.frp.dnd
From: mittman1@athena.mit.edu (Christopher T Chiu)
Subject: Re: New AD&D modules
Organization: Massachusetts Institute of Technology
Date: Thu, 5 Nov 1992 20:57:56 GMT

Sorry, I made a bit of a mistake about saying that T1-4 is 
Hommlet with just addition material--I stand corrected.
I meant to say that T1 has been integrated into this particular
module with T2:The Temple of Elemental Evil and 
T3-4:the Dungeons of Elemental Evil.  It's actually
very good...if anybody wants a copy, I'll sell it for 
$12....
From a curious adventurer,
Genghis
mittman1@athena.mit.edu
P.S. And the sad thing is...it's now OUT OF PRINT!!
Anybody have ideas on why TSR keeps getting rid
of its classic modules?
Newsgroups: rec.games.frp.dnd
From: Innane Blather
Subject: Re:  Help!  Tips needed on dungeon construction
Reply-To: cn0n@cs.cmu.edu
Organization: School of Computer Science, Carnegie Mellon
Date: Tue, 10 Nov 1992 20:10:59 GMT

In article <sezz1ty00VpO4PxFY6@andrew.cmu.edu>  writes:
> It must depend on the size of the character. For example, you could 
> probabally(sp?) have 5 or 6 elves fighting abreastin a 5-foot passage,
> but no more than 2 orcs.
> 
> - Mordorwrath

Um... I am not certain what the rule books say about this but 5 or 6 
elves FIGHTING?!?!?!?!?  in a 5 foot passage... I am sorry, but I think
not.

You must take into consideration that you must actually swing your
weapons...  Bowman... maybe... fighters with standard melee weapons,
I think not.

and two orcs in a 5 foot passage is questionable, but probably okay.


--
  ***********************************************************************
  cin - reply: cn0n@cs.cmu.edu - DoD# 0397 - '82 Yamaha 650 Heritage Spec.
      "It's not the years, it's the mileage" - Indiana Jones
  ***********************************************************************
From: IO01092@MAINE.MAINE.EDU (SEM)
Newsgroups: rec.games.frp.dnd
Subject: Re: Help! Tips Needed on Dungeon Construction
Date: 9 Nov 92 13:41:55 GMT
Organization: University of Maine System


     If the dungeon has a large number of inhabitants, they
probably have to deal with each other.  Figuring this out
can make a dungeon more interesting and provide the DM and
players with interesting tactical and roleplaying
possibilities.
     For example, say you have a dungeon in which there are
a large group of gnolls and a smaller group of bugbears.
They don't like each other too much but they have an uneasy
truce because they are both interested in mining silver
(the dungeon is an ancient mine).  The players figure this
out and the group kills a gnoll and makes it look like the
bugbears did it ...
Newsgroups: rec.games.frp.dnd
From: frank@imr.no (Frank Flesland)
Subject: Re: NO no no...
Organization: University of Bergen, Norway
Date: Wed, 11 Nov 92 01:42:25 GMT

In article <1992Nov9.220605.16417@news.ysu.edu>, ag757@yfn.ysu.edu (Ian Clysdale) writes:
|> 
|> In a previous article, st923058@pip.cc.brandeis.edu (Rosaleen Dhu) says:
|> 
|> >
|> >	Er, you guys misunderstood what I meant about Xanth talents. Making
|> >up a system for using them should be pretty straightforward--I can probably
|> >dig one out of the old CHAOS rules if anyone wants it. What I meant was, how
|> >would you work them into the campaign? And what kind of talents would you
|> >give to people? 
............
|> >				Rosaleen
|> 
|>    I don't know that that would be too hard.  Actually what I would probably
|> do would be to have them roll for a level of talent, and then let them choose
|> the talent to fit that range. 
.......
|> 		 Student and Official Nobody
|> 	        Internet:   ag757@yfn.ysu.edu
|> 	      Fidonet:   Ian Clysdale, 1:163/241
I think the most fun would be to assign the players some talents and leave
to them to find out what they are. Several of the Xanth stories use this
as basis.

What I would do if I ran such a campaign:

Either:
   Assign the players some talent I think would make a challenge for the
   player to find out about and play with
Or: 
   Make up about 20 talents of different types, you can get lots of examples
   from the books, and then roll a d20 to assign a talent.

But I think the most fun would be to combine the players from Mundania with
Xanth magic. And let Xanth magic interfere with Mundane magic to let every
spell become literal. Just think of a magician with fire in his balls...

Frank
(Daylight saving hours are for wimps, try living after a 5+ time zone..)
Newsgroups: rec.games.frp.dnd
From: tao@truffle.Princeton.EDU (Terry Tao)
Subject: Re: New D&D Alignment ...
Originator: news@nimaster
Organization: Princeton University
Date: Wed, 11 Nov 1992 19:21:26 GMT

In article <1992Nov10.164444.5053@erg.sri.com> nicholas@bronto.erg.sri.com (Joshua Nicholas) writes:
>
>|>Yes, but I think CN is forced to balance out his evil with his good, in a
>|>choatic fashion.  I think that Ammoral characters would end up just doing
>|>what they want.  It's pretty much taking the Neutral part out, and being
>|>simply chaotic.  (Not to sound like D&D).  
>|>
>|>Friar
>
>
>Why does a CN have to be balanced at all?  They just don't whatever they
>are feeling like at any particular moment and if some people see that act
>as being good or evil, tough beans for them.
>
>Joshua

Yes, but if they consistently do good or evil things, then their alignment
begins to drift.  You can't use CN as a cop-out - now I'm at this
alignment, I can do anything..

How about the alignment Neutral indecisive? probably a good transition
point between alignments.

Terry
Newsgroups: rec.games.frp.dnd
Subject: Re: NO no no... (Was: Xanth Talents)
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Date: 12 Nov 92 19:29:11 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd1.cis.pitt.edu

In article <1992Nov12.173536.1708@spock.UUCP> friar@spock.uucp (Tom Walcott) writes:
>In article <1992Nov11.170403.662@wixer.cactus.org> raistlin@wixer.cactus.org (Eli Boaz) writes:
>>>Xanth magic. And let Xanth magic interfere with Mundane magic to let every
>>>spell become literal. Just think of a magician with fire in his balls...

>>Gives a new meaning to spells like: Spider Climb, Knock, *Stoneskin*,

>     How 'bout magic missile?  (I can see it now . . . "T -30 seconds.)

	Already happened in my campaign. Character was trying to overcast
a Magic Missile, and came up with a "symbolic fumble" -- that is, the
magic works, but in a symbolically interpreted way. So he got...

	Magic Missile (Minuteman, +1).

	Quote from Overcast, the Mage: "Did I err?"


                                 Sea Wasp
                                   /^\
                                   ;;;
Newsgroups: rec.games.frp.dnd
From: 003316g@ace.acadiau.ca (STEPHEN EDWARD ELLIOTT GREGORY)
Subject: Re: Help!  Tips Needed on Dungeon Construction
Organization: Acadia University
Date: Fri, 6 Nov 1992 23:47:20 GMT

In article <1992Nov6.212206.6727@mnemosyne.cs.du.edu> cmeadows@nyx.cs.du.edu (Chris Meadows) writes:


>I'm trying to build a dungeon, and I'm running into problems. 
>To wit, I'm lousy at it.  I never know what I should put in ALL
>THOSE ROOMS...There's only so many things you can put, and if it's
>a 10 or 15-level dungeon, I generally end up with a lot of rooms 
>with chests in them.
> 
>Also, should standard passages be 5 feet wide or 10 feet wide?  How
>many people can fight abreast in a 5-foot passage, anyway?

All I can help you with is a tip regarding fighting in corridors. I believe 
in the DMG 2nd Ed. it states that each average sized person fighting 
requires THREE AND A HALF FEET with a swinging type weapon such as a long 
sword, scimitar, mace, flail, etc. Based on this I make decisions on a case 
by case senario based on size and waepon used. For example I will let two 
halflings with short swords fight in a five foot wide corridor, as halflings 
ar small and a short sword is a piercing (ie thrusting) weapon. I have also 
allowed two humans with spears and shields fight in a 5 foot wide hallway. 
On the other hand I will only allow ONE human or dwarf with a big waepon 
such as a two-handed sword or battle axe fight in the same hallway.

Hope this helps.
( P.S. remember to apply the same restrictions to monsters. )

>I need help.  If you have any tips on what I should do, please
>post them.  Tell me what works for you, and what works for others
>you've played or GMed with.  I hope that, with your help, I can
>complete the one I'm working on (sigh).

>--
>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


The nearly perfect sig:
Steve                                             003316g@ace.acadiau.ca
From: hermann@homer.uni-passau.de (Michael Hermann)
Newsgroups: rec.games.frp.dnd
Subject: Need Kender Info
Date: 8 Nov 92 17:10:43 GMT
Organization: University of Passau, Germany


Hi,

the subject says it all...

I need the min/max stats for a kender along with the racial modifiers, the
max level for the different classes and possible multi-classes

Thanks for any information

  - Mike
Newsgroups: rec.games.frp.dnd