HDTenEightyP/NetNews huggingface dataset:
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp
Subject: Re: AD&D:  Problems with 1st ed. Bard
Date: 13 Apr 92 17:06:23 -0500
Organization: University of Northern Iowa

In article <1992Apr6.232926@kazoo.ssd.loral.com>, brunner@kazoo.ssd.loral.com
(Brian Brunner) writes:
> 
> Dual class chracters CAN be quintuple-class characters...
> Start  as a monk,  then go mage, then go fighter, then go thief,
> and finally go bard. You also could do it Fighter, Thief, Bard,
> Mage, Monk. Either way this requires a lawful neutral alignment.

   Say what? I can't find it off hand, but this is illegal by the rules.  Dual
class characters means exactly that, two classes!  There is no such thing as a
quintuple class.  The Bard (1st ed) is an exception to the rule of only having
two classes, and even then you can't become something else after being a Bard,
at least I don't think so.  Talk about rules rape.

> This is the only way non-humans can be dual-classed.

   True, but make sure you specify which non-humans, as the Bard class is
restricted to humans and half-elves only.

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* I don't know, I don't care, I don't want * They're fleeing the wrong way!!  *
* to know, and I don't want to care.       *        -confused adventurer-     *
*        -Martian Manhunter-               ************************************
*        -Justice League International-    * Why is the DM smiling like that? *
*******************************************************************************
From: ward1@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp
Subject: Re: SRUN: IC and Deckers
Keywords: srun
Date: 8 Apr 92 17:40:58 GMT
Article-I.D.: husc8.ward1.702754858

oldham_r@cs.uwa.oz.au (rob oldham) writes:
>When you are in a node and want to get out of it
>(evading ICe, running away etc) can you move into
>nodes you haven't been into yet ?

Yes, but you'll have to deal with any IC in the new node.  This can
be bad if you are being chased, since dealing with IC will take time
which could be used to evade or kill what's chasing you.

>Does Barrier IC act as barriers to movement, and
>does this apply to other white ICe ?

Yes.  All white IC prevents entry into a node until it is sleazed or
fooled.  The only difference between Access and Barrier is that Access
is like a password system (all software) and barrier is like, well,
like having to insert a card into a terminal or something.  It is
something that can only be done on site.  Fortunately for the decker,
the computer has to be able to tell if the card is inserted, so the
decker can just say "Why yes, the card is inserted," even though he's
really miles away.  That's a bit of an oversimplification, but oh
well.  Also, white IC does not always apply equally to all datapaths
into a node.  For example moving from a SAN into SPU-1, white IC
stops you.  You pass it, but later you return to SPU-1 from another
SPU.  The IC may question you again, but if I were a sysop, I'd consider
that wasted cycles and program the IC only to question things comming
through the datapath from the SAN.

ALWAYS remember that computers are owned by corps to do work, not to
catch deckers.  Any corp could build a decker death trap, but this
will usually give so much overhead that that would be all the computer
would do.  Computers, once purchased, almost always acheive full working
potential within weeks.  When people realise that they can do more, the
will do more.  Time to upgrade.

>When the white IC asks for verification of the 
>users identity, is this considered an "action" ?
>If not, how the drek is it supposed to work ?
>(even after reading VR for the 3rd time I can't
>quite work it out.)

In combat, yes.  If it is not satisfied (by sleaze or deception) it will
scream like hell on its next action.  Generally though, this proves to
be an acedemic point.

>Rob.

Wordman
Newsgroups: rec.games.frp
From: allan@cad12.gfx.engga.uwo.ca (Allan Flanagan)
Subject: Re: 100-DICE: they don't work.
Organization: University of Western Ontario, London
Date: Thu, 16 Apr 1992 19:29:56 GMT


I can't believe you people are arguing about DICE.  Get a life.
From: kq07+@andrew.cmu.edu (Kevin P. Quigley)
Newsgroups: rec.games.frp
Subject: Re: AD&D: Problems with 1st ed. Bard
Date: 9 Apr 92 15:21:39 GMT
Organization: Senior, Music, Carnegie Mellon, Pittsburgh, PA


   Do you remember when a substitute came into your grade school class?
Spitballs and armpit farts (please excuse the language) became all the
more exciting?  Well, it looks like this is just one of those things. 
Either the old DM had a very loose rules system, or he never saw this
character.  If you can get ahold of him before telling this character
(not player) to get lost - it would seem more fair to see his
justifications first.  You don't need to accept them at all.  Make it
clear that this is your campaign and you set the rules.  Of course, it
must also suit the players - but if his "Bard" totallu outclasses the
others, then how fun can it be for them.  I don't suggest "punishing"
him, but I wouldn't allow him to even modify his character.  Tell him
its a new character or no dice. (no pun intended)
    Whenever, a player wants to bring in a character from someone else's
campaign into my world - it is standard protocal that I spend a half
hour "stripping down" (the players' term, not mine) the character.  I
run a campaign with a rarity of magic items.  I feel that this makes
them seem more special.  (I find that in many campaigns that if a fourth
level character doesn't have at least two magic weapons and a few
potions he is a loser)  I want my fighters to emember their first magic
sword.  Anyway - I gently inform the new player that his sixth level
fighter that he has cultivated just wouldn't have the vorpal blade, of
the Plate +5 of etherealness, but he can keep the Girdle of Frost Giant
strength, and have a shiny new +2 short sword, +1 vs. Undead.  (I'll
even give it a name and draw a picture with its abilities on its own
card.)  I've never had a character complaining about this at the END of
their first session.  Because they can see that all the other PC's and,
more importantly, the NPC's are treated the same.
Newsgroups: rec.games.frp
From: cjudd@esk (Craig Thomas Judd)
Subject: Re: Advice on Killing a Lich
Organization: University of Tasmania at Launceston
Date: Sun, 12 Apr 92 10:38:13 GMT

In article <12Apr92040350@miracle.UUCP>, sue%miracle@merk.com (The Dragon Queen) writes:
>
>jwolf@isis.cs.du.edu (Jon WolF) writes:
>>Come on folks!  The lich is your FRIEND!  The lich knows what is best for
>>you!  Please consult your local loyalty officer if you have any further
>>questions.
>
>Are you suggesting he surrender to the lich, and give up his life?
>You Commie Traitor! :-)

Yes, but he has another five clones...

Yours paranoidly;

-- 
   \/\  "Men, we're going to the Olympics."  The Colonel, Akira (movie)  /\/
====\/\       "You REFUSE to drink my wine...?"  Kahm, Outlanders       /\/====
=====\/\      *** WANT ANY MANGA ARTWORK DONE? Just email me! ***      /\/=====
      \/\   cjudd@esk.compserv.utas.edu.au    a.k.a. Kuro to Shiroi   /\/
Newsgroups: rec.games.frp
From: brunner@kazoo.ssd.loral.com (Brian Brunner)
Subject: Re: AD&D  Invisibility/Detection
Keywords: AD&D  Invisibility  Spells
Reply-To: brunner@kazoo.ssd.loral.com (Brian Brunner)
Organization: Space Systems/Loral
Date: Fri, 17 Apr 1992 05:31:30 GMT

Wow... the obvious out in plain sight and nobody can see it...
must be invisible!

Can an invisible mage be detected via Detect Magic, which (one hopes)
will not show the mage but the magic which renders him invisible?
How about Detect Evil if he's a naughty mage?
Detect Human?

well...

when you cast Detect Magic, you can see the aura of magical things
in your field of vision (or narrow subset of your field of vision)
but therein lies the rub... the magic you would discern is invisible.
Yes it glows like crazy to your sight from which it is hidden.

If you had two people, both invisible, one by magic and another
by natural ability (like a pixie) and cast detect magic AND IF you
could see invisible naturally (ask your local DeathKnight) you
could tell which was invisible via magic... you would see the glow upon the
person you could see.

What your players suggested to you is that you allow them to see an
invisible glow. If the glow off of magical items was as bright as a light 
spell, looking in the direction of an invisible mage while using a Detect
Magic MIGHT allow you to see the light, but you would still not see its'
source...

Try asking an undead to look for you... they see (as I rule it) the spirit,
not the flesh, and I would suggest that illusion/phantasm powers do not
cloak a spirit. Which is why displacer cloaks don't help you around
undead, and why displacers are not in the random monster table in
the ravenloft module...

How about a displacer that is drained to 0 levels by a wraith?
A DisplacerWraith? How about a BlinkWraith? How about
an air elemental wight?

Goodnight

--
HELP!! Somebody slapped a "stop payment" on my sanity check!!
brunner@kazoo.ssd.loral.com; Space Systems/Loral; Palo Alto, Calif.
Black Holes... the /dev/null of the Universe; the opinion of 65534.
From: dsimkins@yang.earlham.edu
Newsgroups: rec.games.frp
Subject: Re: Why not a NET.RPG?
Date: 14 Apr 92 00:16:07 GMT
Organization: Earlham College, Richmond, Indiana

In article <1992Apr8.083209.17125@cam.compserv.utas.edu.au>, cjudd@esk (Craig Thomas Judd) writes:
> In article <44275@mentor.cc.purdue.edu>, jacobus@symphony.cc.purdue.edu (Bryan J. Maloney) writes:
>>
>>Once again, it will be stated:
>>
>>There is a net.rpg project going on over in the rec.games.design
>>newsgroup, and it has been for a while.  Take a look over there
>>some time.
> 
> Which game? I have been there for a while, but have only seen people talking
> about their games in general, and have only seen two games actually posted -
> mine... :-)
> 
> Is there a concerted project I am unaware of?
> 
There was.  I think that it went as far as it was going to go. Their 
system was extremely simple and fast.  I think that they focused primarily 
on combat sections rather than skill lists and skill resolution, etc.  The 
combat system was abstracted, like DnD, where all actions are incapsulated 
into a round of combat.  Some people were trying to add different 
maneuvers to vary combat, but really they were only using the roll of two 
six sided dice to determine combat effects, I think, so there was really 
very little room for variability.  Sorry I cant give any more information.

David Simkins
From: mark@trillian.jsc.nasa.gov (Mark Manning)
Newsgroups: rec.games.frp
Subject: Answers:Some Dopey Riddles
Date: 9 Apr 1992 17:57:47 GMT
Organization: Simulacron I

1. The Monkees.  Actually it is three men, but it came from
   the TV series The Monkees.
   (So sue me!  It still was a good riddle and joke.)

2. Passing gas.  (Now LOOK!  I TOLD you these were bad!)

3. Yeast.

4. No!  It is NOT what you are thinking!  Don't be so dirty
   minded!  Sheeesh!  Good answers are of the following:

   Your opinion/thoughts/etc...  (The preferred answer.)
   Your conscious (sp?).  (Also a preferred answer.)
   Something which is annoying.  (Not the preferred answer.)

5. One Leg = A leg of mutton
   Two Legs = A person
   Three Legs = A stool
   Four Legs = A dog
From: nesiusra@sage.cc.purdue.edu (Keith)
Newsgroups: rec.games.frp
Subject: SRun: Shadowrun Questions from the New Guy-
Summary: Attn: Ben Goodwin
Keywords: Shadowrun, SR, SRun, SHADOWRUN
Date: 7 Apr 92 17:59:31 GMT
Organization: the Wildways Foundation


  Hoi Ben  :)

  I have some responses to your stuff in article 63611.  I found them to be
  good questions and/or obvious ones from a "newbie's" point of view.  Here
  are MY viewpoints-

  1.  Multiple Spells, hmmm-ponder, I think it is possible, but there are
    only about 1 or 2 people in my games who are brave enough to attempt it
    on a "semi-standard" basis.  Treat the magician as having a +2 or +1
    modifier to each additional spell after the first they are going to
    cast.  Remeber also that the magician's magic pool only refreshes at the
    beginning of new actions, not in the middle of them.  Sure, the spells
    will go off, but look at the Pretty Drain----DROP!!!----

  2.  Use the HEM stats in the Shadowrun Sourcebook under the Equipment
    section.  If not them, then AVM or AAM stats found there will also suffice

  3.  Accordingly to the rules, I don't THINK a Hermetic and a Shamanic
    magician can work in Ritual Sorcery together.  I personally disagree with
    this.  If the ritual is designed with certain people in mind, then go
    for it.  Now I don't think I could allow for Ritual Conjuring in this
    fashion.

  4.  An Elemental can be "in attendance" yes, thus negating the time.  Also,
    remember that it is FAR MORE than an action to summon an elemental.

  5.  Rangefinder will tell you at what distance an object is.  A Laser Sight
    will give a beneficial +1 modifier to the die rolls.  I treat Rangefinders
    as Magnification systems for guns with ranges over 100 meters.

  6.  Spirits and Shamans go together nicely yes.  What you said about the
    Eagle Shaman is correct.  Now if the guy were an Eagle Shamanic Adept (as
    found in the Grimoire) then no, he could only summon Sky spirits.

  7.  Drain and Fatigue.  Technically, there is nothing about taking a Force
    10 Manabolt and casting the spell, and voluntary sufferring the drain.
    However, the drain is 6 boxes, not 3.  It is a serious drain spell, not
    a moderate drain one.  Also, beginning characters will probably not have
    access to a Rating 10 Library or Shamanic Lodge through which they can
    learn a Force 10 spell.  Remeber the cost of these things is not directly
    written into the beginning character creation or the Archetypes either.
    MOST beginning characters will probably only have a few tomes (or MP)
    of lore, or maybe a rating 5 lodge.  Hell they might even be "renting
    space" from someone else to use their lodge.

 8.  I whole-heartedly agree with you about making this a "nicer net."

 Enjoy the Shadows Talon, but ALWAYS walk in the Light-
 Shivowtnoeh, the Steel Tiger
Newsgroups: rec.games.frp
From: WJR@Go-Player.SCH.Symbolics.COM (Wayne J. Rasmussen)
Subject: AD&D THE UNDEAD AND LEVEL LOSS
Nntp-Posting-Host-[nntpd-20879]: go-player.sch.symbolics.com
Reply-To: <wjr@PHOENIX.SCH.Symbolics.COM>
Organization: Symbolics Tech. Support
Date: Tue, 14 Apr 1992 13:18:02 GMT

I would recommend reading an article by Greg Minter
in The Dragon about three years ago.  Greg created
a system for rewarding characters for quests based
on reasons for the quest and level of difficulty
of the quest.  I remember him suggesting to use
quests for a character to regain lost levels due to
draining.  Anyhow, I would strongly suggest a quest
to regain the levels.

I don't like the idea of time recovery.  It's too
wimpy.

Exp drain is not good due to the non-linearity of
the advancement system.

Wayne J. Rasmussen
From: jwadsley@momth3.maths.monash.edu.au (J Wadsley)
Newsgroups: rec.games.frp
Subject: RE: A new game system
Date: 7 Apr 92 23:44:58 GMT
Organization: Monash University

How about telling us something about your proposed game system? I'd be far more inclined to try and help out if I new what you had in mind. What you said in your first article was very general.

James Wadsley
From: c9e-al@danube.Berkeley.EDU (Chua Hak Lien)
Newsgroups: rec.games.frp
Subject: META: Books for source material...
Summary: What kind of books do you use?
Date: 7 Apr 92 05:17:42 GMT
Organization: /etc/organization

RP Gamers seem like a pretty lazy bunch. I think that one can save a bundle
by taking a trip to the library, instead of forking over $20 for some
game material.
Anyway, some books I'd reccomend to gamers to flesh out their campaigns:-

David Macaulay's Castle, Cathedral and Pyramid series.
	[ Goes into detail ahout the building of these structures, as well
	  as the inhabitants. ]

Bullfinch's Mythology
	[ The Greek Gods, the Arthurian legends, and Charlemange's Paladins.]

Rites Of The Gods
	[ Can't remember the writer. I just returned the book. Anyway, gives
	  good background on customs and practises in medieval England,
	  and much much more. Highly readable. ]

Folktales/Customs ( Any )
	[ Always a good source of material.. Look out especially for
	  proverbs, customs and rituals. ]

Issues of National Geographic
	[ What can I say? Useful stuff for any campaign... well worth the
	  price, with great maps too. ]

Any other reccomendations? 

[ Tip: Check out those in the children's section. Easier to digest.. ]

Chua
====
*=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*
When true simplicity is gained,
	To bow and bend we shan't be ashamed,
In turning, turning will be our delight,
	'Til by turning, turning, 
	we come 'round right.
					--- Simple Gifts, Shaker Hymn
*=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*
Xref: sparky rec.games.frp:17375 rec.games.design:949
From: bigham@u.washington.edu (Chuck Bigham)
Newsgroups: rec.games.frp,rec.games.design
Subject: Re: NPCs Weaker than PC's?
Keywords: GDW, Twilight, Dark Conspiracy
Date: 8 Apr 92 23:46:17 GMT
Organization: University of Washington

In <1992Apr8.144455.27941@pasteur.Berkeley.EDU> c9e-al@danube.Berkeley.EDU (Chua Hak Lien) writes:

>If you've ever looked through or played withe the T2000, or Dark Conspiracy
>rules, you'll see that Pc's have a great advantage over NPC's in terms of
>ability to withstand damage. ( About 3-4 times as much, at least... )

>What do you guys think? Are there any other games that give PC's such
>an advantage?

AD&D also gives PC the advantage over NPCs, at least the run-of-the-mill
NPC you are likely to run across wandering around a town. For example,
when fighting against level 0 NPCs, a character gets his level in attacks
per combat round, so a level 5 fighter would get 5 attacks per round.

This fits well with the "heroic" model of player characters, and I think
it fits well with reality as well. If you put your Ranger or Green Beret
in a barroom brawl, their going to do better than Joe Blow off the street.

The game system that helped me the most with this concept was Aftermath!
The referee's handbook suggested several classes of NPCs: Extras, Rabble,
Standard (that's the word I'm using) and Personality. 

Extras are your basic cannon fodder, Rabble are a little better, Standard
offers some challenge, and Personality NPCs are likely to be as good as
a PC, if not better. In a battle, John Strongarm, PC, would carve through
Extras like butter, Rabble would slow him down a bit, Standards would put
up a fight and Personality NPCs would offer him a life or death challenge.

I think it helps keep the player's interest if he has a better than 
average chance against NPCs. It would be very frustrating for me to
lose a PC I've nutured over the years to an NPC the GM has brought in
for a little side interest. 
>Chua
>====
--
**********************************************************
*      Chuck Bigham, Computer Facilities Manager         *
*          University of Washington, Bothell             *
**********************************************************
Organization: Freshman, Drama, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp
Date: Thu,  9 Apr 1992 02:51:36 -0400 
From: Anthony Russell Rosania <ar2j+@andrew.cmu.edu>
Subject: Re: Herb List Needed
	<92099.163920BJP108@psuvm.psu.edu>

There is also such a List in a reason Dragon, I can get you it if you
need it( I have to get it mailed), so it would be better for you to find
another, but if not mail me.
						Ant
P.S. This list is actually somewhat better.
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp
Subject: Re: STEVE JACKSON NOT GONE!!!!
Distribution: world
Date: 8 Apr 92 15:12:16 CST
Organization: Texas Net Illuminati

IO92668@MAINE.MAINE.EDU writes:
>I don't know where this all started.  SJG is alive and well.  They just
>signed on Ral Partha to cast minitures for them for Gurps, Car Wars
>and others.

Partha isn't casting for GURPS (yet). They're casting for Ogre, Car Wars,
and our new miniature system (Christmas release '92) Hot Lead.

>
>Besides, Partha hates TSR.  As a matter of fact, most casters hate TSR.
>Thats why they had to start producing their own figs.

Where'd you hear this? I talk to Chuck Craine (President) and Richard Kerr
(Head of Sculpting) regularly about all manner of things, and they've
*never* indicated anything like this.

Loyd


***************************************************************************
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From: brunner@kazoo.ssd.loral.com (Brian Brunner)
Newsgroups: rec.games.frp
Subject: Re: Sex and RPG's - Why Oh Why ?
Date: 8 Apr 92 08:32:07 GMT
Article-I.D.: kazoo.1992Apr8.013207
Reply-To: brunner@kazoo.ssd.loral.com (Brian Brunner)
Organization: Space Systems/Loral

In article <betel.702666263@camelot>, betel@camelot.bradley.edu (Robert
Crawford) writes:

{brunner babbles about 
    go to the dungeon, open the door, kill the monster, take the gold
    go to town, ignore anything of moral content there
    go back to the dungeon
munchkinitis}

!!
!!	Actually, IMHO, that is as sexist as anything else. I've
!!played (of all things) a necromancer (male) who would have stopped to
!!help the victims. He would have had the newly dead clearing the rubble
!!and making the wounded comfortable in no time. And then set about
!!healing the wounded and fixing the crippled.

I was not implying you wouldn't, I have also, and others also will pay
attention
to the moral factors in the senario... but I assert this point: The majority
of the game runs I have seen and been in, run by guys and filled with
guys, have indeed been morally colorblind. Where gals have been
present the aptmosphere has been different. Your smilage may vary.
Chuck the flamers, please. Most gal gamers I game with have no interest
in the morally braindamaged play.

--
HELP!! Somebody slapped a "stop payment" on my sanity check!!
brunner@kazoo.ssd.loral.com; Space Systems/Loral; Palo Alto, Calif.
Black Holes... the /dev/null of the Universe; the opinion of 65534.
From: rob@wsinpa02.win.tue.nl (rob van Rief)
Newsgroups: rec.games.frp
Subject: Re: AD+D2 VALHERU STATS
Date: 14 Apr 92 09:29:05 GMT
Reply-To: rob@win.tue.nl
Organization: Eindhoven University of Technology, The Netherlands

Some minor comments on the Valheru:

1: Raymond Feist (thru Macros) specifically states that the Valheru have no
   sense of morals, and therefore are not evil. I would use Chaotic Neutral
   as their alignment.

2: Why give them the ability to detect alignments; you obey or die, period.
   Alignments would not concern these people.

3: It seemed to me that Ashen-Sugar's armour was special, the returning 
   Valheru trick being part of his protective plans concerning Midkemia.

4: Valheru didn't always fight each other, although they did have EXTREMELY 
   touchy tempers.

Rob