HDTenEightyP/NetNews huggingface dataset:
From: caughey@engr.UVic.CA (Dave  Caughey)
Subject: Re: Lich / Holy Swords
Reply-To: caughey@engr.UVic.CA
Organization: University of Victoria, Victoria, BC, Canada
Date: Thu, 8 Oct 92 20:25:41 GMT

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?...              :-)

___________________________________________________________________________
Dave Caughey				Dept. of Elec. & Comp. Engineering
caughey@sirius.uvic.ca			P.O. Box 3055
                      			University of Victoria		  
"Ten million lemmings can't be wrong"   Victoria, B.C., CANADA V8W 3P6
From: tao@ginger.princeton.edu (Terry Tao)
Newsgroups: rec.games.frp.dnd
Subject: Re: Hit Points and massive damage
Date: 14 Oct 92 19:58:38 GMT
Organization: Princeton University
Originator: news@nimaster

The massive damage multiplier is not a bad idea; a few problems though:

if the starting hit point is only 1, then the MDM is really huge, in fact it is
as big as the total number of hit points! i.e. one hp of MDM is ALWAYS going to
kill.

I think MDM should stop growing after there are no more dice added to max hp, too.
The extra 3hp per round or whatever is so small you might as well be nice and give it to them as "real" hit points.

Notice that 15 points of MDM will always kill, and this is for the lucky fighter
with 10 on the d10 and 19 constitution.  (I don't like Arcana barbarians with
their double constitution hp bonuses et al, I once had to DM a Krynn minotaur
barbarian with 20 constitution (he was young) and with 19 hp for first level!
he was basically a third level fighter! anyway..) so things like falling, 
boulders, etc.

I think the discussion in the first DMG was that the maximum amount of"physical"
hp is about 27.  So, why not have no MDM until about third or fourth level, the
PCs have it tough as it is.

i.e. MDM = num levels divided by 3, round up.

Terry
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Thu, 15 Oct 1992 16:45:00 -0400 
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Subject: Re: Hit Points and massive damage
	<1992Oct15.012911.10076@Princeton.EDU>

One question I have to ask:  Before creating a new rule, do you stop to
think how necessary and/or useful to the campaign it is?  So, if your
character falls off a cliff, he could still live.  Use REALITY rules
instead.  If ten people point ten crossbows at a millionth level
fighter, and if he's dumb enough to try anything, he's peppered.  If
he's really lucky, I might let him get away with unconsciousness, but
usually he buys the farm.  Also, don't you think falling damage is
massive enough.  Pick a system:
A)the easy system, PHB:  one six die per 10' fallen, max 20d6
B)the more complex system, 1st ed. Wilderness surv Guide:  cumulative
falling damage, a 50' fall results in 15d6 dmg(1d6+2d6+3d6+4d6+5d6), max
of 20d6
Personally, I like the first better, I think that 6 short swords should
do more damage than a 30' fall!

Bear in mind that people have fallen miles and survived with a few
bruises.  I don't expect D&D to address such a tiny chance, but it has
happened in our world to very lucky people, so why not very lucky(high
hp) aventurers.

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Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Thu, 15 Oct 1992 00:36:07 -0400 
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Subject: Re: house-rules
	<Bw4w39.3BH@news.cso.uiuc.edu>
Distribution: usa

>Darts anyone? I like 'em better because they have a real short spd factor
>and I can fire a multiple spread. No, we DON'T allow strength bonuses
>to darts.

Why not?  Don't you think stronger people can throw darts harder?  Also,
these darts are WAR darts, they weigh half a pound each!  

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Newsgroups: rec.games.frp.dnd
From: rsm58307@uxa.cso.uiuc.edu (Ron)
Subject: Re: house-rules
Organization: University of Illinois at Urbana
Distribution: usa
Date: Wed, 14 Oct 1992 23:04:20 GMT

>>"Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:
>>Ok, they have a bow ready (I'll argue that it's *not* drawn).  Bows
>>have a weapon speed around 7 (sorry, this is from memory), sleep has a
>>casting time of *1*.   It's incredibly likely the sleep spell will go
>>off before your fighter even gets off a shot, of course you could roll
>>a 2 or 3 on 2d8, but there's only a 3/16 chance of this.  Bye bye
>>fighters.

>A knife/shuriken/dagger up the sleeve is something most fighters carry
>for making sure that mage doesn't get his spell off. Sure, it won't do
>much damage, but it'll keep him from doing any spellcasting until I'm
>close enough to do serious damage. True, he may be further away than
>those weapons can reach, but that's situational, as the bow can out
>distance the spell most of the time... 

Darts anyone? I like 'em better because they have a real short spd factor
and I can fire a multiple spread. No, we DON'T allow strength bonuses
to darts.

I'd still give it to the mage in most situations, since fighters tend
to turn their backs on people they're not suspecting of outright attack
(at least they do, sooner or later). Personally, I would hate to face
a few fighters if I were a mage, but I think I could take 'em on if
I knew I'd be facing fighters ahead of time.

>Sleep also only works up to 4th level if I remember. Try that one
>on a 5th level fighter and life can be interesting. Short, but interesting.

SSSSssssssssssssssssssssssssssssssuuureeee....

I guess I get invisibility and color spray?
How about shield? It's not an attack, is it?

>The most effective tactic a fighter can use against a mage is one we
>call the "LT special". Basically, pretend you are Lawrence Taylor and
>the mage is a wimpy QB in the pocket. 
>Axly

Or think of him as an autocannon in a bunker. Either way, you're going
to get him or be real hurt trying.
Newsgroups: rec.games.frp.dnd
Subject: Final Strikes: was Re: Killing Liches with Staves of the Magi, HA!!!
From: mikew@mdcbbs.com (Mike 'the Bard' Whitaker)
Date: 13 Oct 92 07:03:58 PDT
Distribution: na
Organization: Shape Data - a division of EDS Ltd

In article <RANNOU.92Oct8175430@watson.info.polymtl.ca> 
	Rannou@info.polymtl.ca (Patrick Rannou) writes:
>In article <1992Oct7.132008.2170@bnr.ca> 
>>	dclayton@bnr.ca (Don Clayton) writes:
>>...
>   I broke a Wand of Fireballs one time.  
>You can't just teleport the wand over the dragon, let it break when it
>falls to the ground, and kaboom at long range. You must "activate": this
>special power yourself. You'll die for sure.
...
>End of PC....

Yup.

Back in my world of Altrion, some 80-90 years before the current campaign (see
the Midnight's Bane stores in r.g.f.archives), I did this... [no flames about
munchkinism or deviant items please - this is MY campaign run MY way! B-) ]

Elvenhome had fallen to the drow, and a handful of characters, who had been 
attempting to help, had escaped, leaving behind several surviving elven nobles,
and Rhys, a half-elf and lover of Fenella, one of the party's mages.

The party (around lvl 9-12) eventually got hold of a crystal ball to scry for 
him, and found him in the middle of a major Drow ceremony at which it was quite
obvious that he and all the elven nobility were lined up as sacrifices.
Fenella (a fairly desparate woman, unsurprisngly), and Rhiannon, the other mage
and a followerer of the goddess of love and emotions, hatched a very hare-
brained rescue bid involving teleporting in (scrying the target), grabbing 
Rhys and teleporting out...

To their credit, it nearly worked. Fenella cast the first teleport, and they
appeared within a few feet of Rhys. Brief confusion ensued, in which they 
managed to free Rhys, and all three linked hands as Rhiannon began to read the
scroll of teleport [house rule on teleport... all recipients must be 
(directly or indirectly) physically linked to caster]... as she completed the 
spell, a desparately diving drow guard broke Fenella's grip on Rhys. Rhys and 
Rhiannon disappeared as the spell completed, and Fenella was left stood in the 
middle of several hundred angry drow, clutching a wand of fireballs.

The remainder of the party watched in horror through the crystal ball as 
Fenella quite calmly broke the wand across her knee...

The carnage was not quite as bad as it might have been, since drow DO have 
magic resistance, but I'd hate to guess what the equivalent caster level of a 
final strike of around 100+ dice and 100+ foot radius is...
-- 
Mike Whitaker +44-223 | mikew@mdcbbs.com, bard@spuddy.uucp | Me: Bards just
Shape Data/EDS 316673 | -or- mwhitaker@cix.compulink.co.uk | KNOW things...
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Thu, 15 Oct 1992 08:46:05 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: house-rules
	<Bw4w39.3BH@news.cso.uiuc.edu>
Distribution: usa


>The most effective tactic a fighter can use against a mage is one we
>call the "LT special". Basically, pretend you are Lawrence Taylor and
>the mage is a wimpy QB in the pocket. 
>Axly

I think I have a better analogy:  it's 1 on 1 and LT is trying to
sack Randall Cunningham.  Looks bad for the linebacker.  Ok, now give
Randall an uzi.  That sums the situation up pretty nicely I think.

	joe
From: v073pzuy@ubvmsb.cc.buffalo.edu (Face In The Sky)
Newsgroups: rec.games.frp.dnd
Subject: Re: Intelligent opponents (was Re: Lich & Demi-Lich...)
Date: 15 Oct 92 19:14:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <Bw64A9.30t.2@cs.cmu.edu>, ddj+@cs.cmu.edu (Doug DeJulio) writes...
>In article <9OCT199223095035@juliet.caltech.edu> aaron@juliet.caltech.edu 
	(Packman, Aaron I.) writes:
>>What's the difference anyway?  I always thought the idea behind a lich
>>was somewhat silly.  Any decent arch-mage should be able to keep him/herself
>>alive indefinitely without resorting to lich-hood.  Being undead is probably
>>safer, but it's surely less fun.  And then there're always all those paladins
>>and other do-gooders out gunnin' for ya'.

Lich-hood seems to be the only way to keep yourself alive, and it offers other
tangible benefits, as has been written; namely, you require no sleep or rest and
can keep yourself involved in your studies without having to deal with "the 
outside world."

As to "all those paladins and other do-gooders," in the 2nd-ed., Liches are of
variable alignment--actually, not so much "variable" as "indechiperable."  
Surely a true paladin has better things to do with his time than hunt down some
reclusive, long-dead mage.  Doing so simply because the Lich is "an abomination"
doesn't seem like quite a good reason to me.

>Doesn't brewing potions of longevity usually require elf blood or
>treant sap?  Plus there's the risk of age reversal.

Age reversal, in most such cases, would be lethal.

>Doug DeJulio
>ddj+@cmu.edu

					---Chet Zeshonski
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: A question about dual class characters
Date: 12 Oct 92 14:18:00 -0500
Organization: University of Northern Iowa

In article <70894@hydra.gatech.EDU>, ccoprdj@prism.gatech.EDU (Jorge Diaz)
   writes:
> Now, you have a multi-class 10th level mage/10th level priest, and you
> have a dual class 10th level mage/10th level priest.
> 
> They go into combat with a spectre.
> 
> MC (multi-class) gets hit.  He loses one level as a mage, and one as
> a cleric, so he's now 9/9.
> 
> DC (dual-class) gets hit.  He loses one level as a mage, and one as
> a cleric as well, so he's also 9/9.  However, he cannot regain that
> level that he lost as a mage, because he can't gain levels in the old
> class!  What the hell kind of sense does that make?  If the act of a character
> switching classes forever prevents him from going up in levels, it should
> "lock" his level in that class:  ie, he cannot go up OR down in that class.
> 
> Instead, DC should become a 10/8.  If he gets hit again, he becomes 10/6.
> 
> If he gets lowered below 1st level, he dies, but he'll never have lost those
> 10 levels as a mage.  It's the only fair way, IMHO.
> 
> So, my question:  Why did TSR say in the PH that the DC should lose one
> of each level, just like the MC????

  Typo?  Mistake?  Because they are T$R (no further explanation is needed
here *smirk*).

   I have _always_ run it the way you stated, that level drainings are taken
off the current class being worked on for a DC, so two levels come off of
that.
   
                                        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: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.frp.dnd
Subject: Re: Kobolds (Re: Intelligent opponents)
Date: 12 Oct 92 15:55:20 GMT
Article-I.D.: andromed.Oct.12.11.55.17.1992.8372
Organization: Rutgers Univ., New Brunswick, N.J.

>I really enjoyed reading it, and I was wondering if any other DM's have similiar
>*best* dungeon tales.  If so, post them so that the rest of us can compare *best*
>dungeons.  I'll post mine sometime when I have the time to write it down.  Once
>again, LOVED the story.
  Dungeon magazzine once had a dangerous one involving goblins.  My characters
almost got slaughtered because they didn't expect the typical magic fodder to
put up such great defences.  The characters stupidity in some areas helped some
to. "Attention all you goblins, clear out of thsi mine NOW before we have to 
come in after you" (well, not exactly like that, but you get the point).  The 
adventure itself was Tallow's deep (I think) and I don't remember whick number  the magazine was.
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: house-rules
Date: 16 Oct 92 13:47:42 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd2.cis.pitt.edu

In article <dmatiske-151092172157@archmacconsultant.architecture.lab.nd.edu> dmatiske@larson.helios.nd.edu (David Matiskella) writes:
><jb8n+@andrew.cmu.edu> wrote:
>> The problem with darts is that you get 4 attacks per round (if
>> specialized).  Now say you're a strong fighter (+4 damage), you get 4
>> attacks doing d3+4.  A lot of people feel something is wrong when the
>> strength bonus is more than the maximum damage possible from the weapon.

	That's because they're not thinking. You get strength damage with
your fists. Add anything other than your fists, you still have strength if
it's a strength powered weapon. A bullet, by itself, would do dink damage.
Thrown with enough strength and skill (say, use chemical energy... a gun)
it does lots of damage. 
	Or consider a baseball. Thrown by a 5 year old, it stings. Thrown
by a trained pro pitcher (who has SERIOUS strength in that set of muscles,
and great coordination) it could kill.

	IF strength didn't matter in war darts and similar things, then
you ought to be able to use a two-fingered underhand toss to get the same
damage; I doubt anyone would try to argue THAT line.

>> The dart thrower is still in a lot of trouble against the mage; it's
>> unlikely he'll beat the sleep spell and actually get to shoot.

>	One quick question. When did sleep become automatically sucessful? I
>always thought you got a save. Maybe I just haven't read the 2nd edition
>closely.  Of course all the elves get 90% magic resistance anyway.

	You obviously never read the FIRST edition closely, either. In both
editions it has always said very clearly: Save:NONE.

	If you're below the HD level (about 4+1 HD, or 4th level),
you go down under a sleep. No chance.

	And Elves have 90% resistance to SLEEP AND CHARM.
	
	NOT, I repeat, NOT 90% MAGIC resistance. Jeez. If that's a common
misperception, no wonder people think Elves are a munchkin race. *I*'d be
tempted to always play elves if they had a 90%MR...


                                 Sea Wasp
                                   /^\
                                   ;;;
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: A modest proposal concerning HEALING
Date: 8 Oct 92 19:25:49 GMT
Organization: Stephen F. Austin State University

In article <7064@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
> In article <0eowcnm00YV7Q9_l4q@andrew.cmu.edu> jw67+@andrew.cmu.edu (Jordan M. Wolbrum) writes:
>>Changing the healing spells unbalances the cleric, and changes the
>>meaning of a light wound, serious wound, etc.
> 
> 	Yep, sure does. It makes the definition CONSISTENT. If you
> define light, serious, critical, etc, in the right way.
> 
> 	The change we made was simple:
> 
> 	I believe this was from the Arduin Grimoires: 
> 	Cure Light: up to 25% of the recipients maximum HP
> 	Cure Medium: up to 50%
> 	Cure Serious: up to 75%
> 	Cure Critical: up to 100%
> 
> 	This makes each spell proportionately as useful to adventurers
> and characters of ALL levels -- that is, no matter who you are, a 
> Cure Critical will restore you back to full health.
> 


	Consider two fighters, one first level with 7 hp, and the other tenth
level, with 70 hp. A first level priest, using CLW, can only heal 2 points on
the first fighter, but 18 (!) on the second one. Is this right? No.

	Remember that hps gained after first level mainly reflect skill and
luck, *not* an increase in actually physical ability to take damage.

	I think the proposed 'fix' is worse than the problem.

Brandon Cope
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.dnd
Subject: Re: Kobolds
Date: 13 Oct 92 10:37:18 GMT
Organization: Chalmers University of Technology

In article <16282@mindlink.bc.ca> Devon_Sheppard@mindlink.bc.ca (Devon Sheppard) writes:
>... and of course, the point that >I< really wondered about... these buckets
>can be made of neither wood nor metal, so your kobolds are hauling around
>stone buckets full of green slime?!

  Why stone? Pottery or glass is enough. Even a wooden bucket with the 
inside covered by damp clay might suffice.

>  Devon

-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!"
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Fri,  9 Oct 1992 16:16:44 -0400 
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Subject: Re: A modest proposal concerning HEALING
	<1992Oct7.210529.6730@unlv.edu>
	<EepCb5C00Vp8M6Q0Qs@andrew.cmu.edu>

>>Another point is that you need the mightiest of healing to restore
>>damage a peasant with 4 hp took falling a wagon.  If he took 3hp of
>>damage, you need a 7th level spell!  The system just seems to have a
>>few bugs.
>Perhaps a minimum of 1 point of healing for any spell?  
> 
>>Other than that, it's good idea.  I like the increased rate of healing
>>for a hero, but the system with spells is a bit much.  If it did 20
>>points of damage, no matter who you are, cure "light" isn't going to
>>do it.
>Really?  20 points of damage to a 100 hp fighter should be roughly
>equivalent to 1 point to a 5 hp man at arms (they're both nicked and
>bruised).  Why shouldn't cure light wounds work?  It only heals nicks
>and bruises on the weak?

The point that these spell conversions remove is that a hp is a hp,
regardless of who has it.  A cure light woulds spell can cure the
average longsword strike.  If someone needs more than 1-8 hp of curing,
they need a more powerful spell.  Remember the hundred hp fighter takes
the same damage from a dagger as the man at arms.  Doesn't it stand to
reason that he should be healed according to the way he takes damage?
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From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Input wanted on a combat scenario
Date: 14 Oct 92 08:29:49 GMT
Article-I.D.: iscsvax.1992Oct14.132949.7639
Organization: University of Northern Iowa

In article <68760012@hpcvnb.CV.HP.COM>, moursund@hpcvnb.CV.HP.COM
   (David_Moursund) writes:
> [...]
> Mr. Brawny gets one big hand around the elf's throat, and starts throttling
>   him, meanwhile continuing to slam him around in a most unpleasant manner.
> 
> Questions:  Put yourself in the elf's place; what can you do to escape
>   this situation?  While being strangled, will spells with a vocal 
>   componant work?

   Should, so long as you beat his initiative roll and possibly require a Con
check to be able to speak clearly.  Spells with S components though.. just
about forget those.

>   Will being strangled and flung about, is it possible
>   to concentrate enough to cast spells?

   Sure, just so long as the casting time doesn't run into Mr. Brawny's
initiative, and you'll probably need to make a Con check to hold that
concentration.

>   How many rounds can you live while being
>   subjected to this abuse?\

   Don't remember.. isn't strangulation 1d6 the first round, then 2d6, then
3d6... or is that something else I'm thinking of?.. Don't remember
strangulation damage. Hmm..

>   Can command words be spoken while you are
>   being strangled?

   See above on Verbal spells.

   How high level is this elf?  One of the best defensive spells you could do
in this situation is Dimension Door (casttime: 1 seg, Components: V ) and
escape from Mr. Brawny's grasp to regroup at a distance.

>   Now put yourself in Mr. Brawny's place; you actually managed to get
>   the drop on your enemy, and so far have kept him from casting any
>   of his devastingly powerful spells at you.  His armor seems almost
>   impervious to attacks, so you decide to just manhandle him.  How
>   can you keep him from attacking you?  Should you try to pull his
>   head off?

   Um, unless Mr. Brawny is _really_ strong, you won't have much chance of
pulling the elf's head off.  Snapping the spine probably, but not pulling the
head off.

                                        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- *
*******************************************************************************