HDTenEightyP/NetNews huggingface dataset:
From: runelord@prax.EBay.Sun.COM (David B. Williams)
Newsgroups: rec.games.frp.dnd
Subject: Re: Bastard DM from Hell &a matter of Honour
Date: 24 Dec 1992 01:42:00 GMT
Organization: Sun Federal
Distribution: world
Reply-To: runelord@prax.EBay.Sun.COM
NNTP-Posting-Host: prax.ebay.sun.com

In article 1@economics.adelaide.edu.au, ecrjbruce@economics.adelaide.edu.au () writes:
>A few questions regarding honour and the inevitable Paladin 
>
>What part does honour play in the world of ADND?  Is it a code which affects
>only those who subscribe to it (certain knights of the church, honourable
>warriors etc.)  or does it apply to the whole world?  Is it similar to the
>honour system of medieval Europe? Feudal Japan? or what.

I don't think one can make a ruling for all of ADND.
You need to check with your DM.  Or, if you are the DM, you decide.
It certainly only affects those who subscribe to it, and those who are
affected by those who subscribe to it.  Interpretations will vary, of course --
for a good exaple of this read _Daughter_of_the_Empire_ and
_Servant_of_the_Empire by Feist & Wurtis.

>things.  However my DM ruled that my paladinly training prevented me  from
>applying the rack (even though our opponent was below honour) and I couldn't
>challenge him to a duel to decide the issue.  In a situation like this where
>does a paladin go?  If they are to be effective they will need information yet
>if an opponent refuses to give it they are effectively hamstrung.  So where do
>they go?

Gosh, sounds like your character has to decide for himself.  That's the essence
of role-playing.  Stop looking for some blasted rule and ask yourself,
"what would this character in this situation do?"

I think your DM is out of line.  You are playing the Paladin.  You decide
what his beliefs are, and if he is willing to set them aside in this instance.
It is up to your DM to decide how the gods and the NPC's are going to 
react to your choices if they are in a position to know what you have done.

>Finally, with our captured thief it has been ruled that I must accept it if he
>says he repents.  However I cannot demand that he give me any information about
>his supposed former masters as that would make him even more contemtible as a 
>turncoat!!  It seems to me that the Bastard DM from Hell is going all out to
>make it impossible for us to get information quickly - and as everyone knows
>speed is of the essence when small groups are involved. 

It is not up to your DM to provide a quick way for you to obtain information.
It is up to him/her to provide a challenging and entertaining framework for a story.
If you can't obtain the information you need in time, then you fail to solve the adventure.
That will only make your next, hard-earned success more sweet.

--Dave
From: murphy@npri6.npri.com (David P. Murphy)
Newsgroups: rec.games.frp.dnd
Subject: Re: spell/GM reasonableness (was Re: Funny spells)
Keywords: Weird Stupid Funny Insane Spells regarding plants
Date: 31 Dec 92 22:30:01 GMT
Distribution: world
Organization: NPRI, Alexandria VA

>The point revolved around our mage wanting to shoot it over the heads of
>our front line, while the front line all ducked.  The spell went off, then
>the argument went off (mage thought fan, DM thought wedge).  DM finally 
>ruled wedge, and our mage wound up nuking our front line.  Oh well...
>
>dagolden@phoenix.Princeton.EDU (David Alexandre Golden)

this IMHO is one bully of a DM.  his ruling implies that the character
is unaware of the most obvious effect of a spell which the character
has learned.  sure, change the effect if you want, but don't make the mage
into a complete idiot ("hey, it was a fan the LAST time i threw it!!").

DM's like that tick me off something fierce.

ok
dpm
-- 
murphy@npri6.npri.com 602 Cameron St. Alexandria, VA 22314 (703) 683-9090

              When every one is dead the Great Game is finished.  Not before.
                              --- Hurree Babu, "Kim"
From: adair@hal.gnu.ai.mit.edu (Jonathan Edward Adair)
Newsgroups: rec.games.frp.dnd
Subject: Re: Familiars
Date: 2 Jan 1993 06:27:13 GMT
Organization: Evil Geniuses for a Better Tomorrow
NNTP-Posting-Host: hal.gnu.ai.mit.edu

In article <1992Dec28.004656.771@Princeton.EDU> dagolden@phoenix.Princeton.EDU (David Alexandre Golden) writes:
>In article <1h3abdINN6pj@usenet.INS.CWRU.Edu> ba446@cleveland.Freenet.Edu (Todd M. Hanson) writes:
>>
>>Does anyone out there have a familiars list a little more interesting
>>than the one listed in the book?  One of the mages in the game I run
>>has decided he wants a familiar, and Im not especially thrilled with
>>the list suggested.
>

There once was a Dragon article with a list and description of about
50 familiars.  I don't have it here with me, but if anyone really
wants it, let me know and I'll dig it out.

Other than that, a quick trip to the library can surely yield a book
of mammals, reptiles, birds, etc. that you can just ripple through
until you find an interesting one.


--
Jonathan E. Adair  -  Programmer at Large                          /\
adair@gnu.ai.mit.edu             <-  Best choice                  /<>\
adair@eggo.csee.usf.edu          <-  Almost as good              /    \
adair@cfrrisc1.cfr.usf.edu       <-  Works for now              /______\
adair@psycho.fidonet.org         <-  Read yearly             The Illuminati
From: kinsler@physics.uq.oz.au (Paul Kinsler)
Subject: Re: Proposed Law school of magic.(goes with new class)
Organization: Physics Dept. The University of Queensland
Date: Tue, 29 Dec 1992 23:37:59 GMT

In article <Bzyrry.Bs@CAM.ORG>, gelinas@CAM.ORG (Daniel Gelinas) writes:
|> [...]
|> Proposed School of LAW
   How about just a proscription against the use of killing magic, 
ie any magic that can potentially kill. It might be a simpler way 
than a long spell list. After all, the real purpose is to stop the 
class using too much offensive combat magic, isn't it? And let
the alignment-nazis [oops, I mean the DM :-)], deal with other
spells on a case by case basis.
[...]
|> Protection from good*(Extreme good and Extreme evil tend to be chaotic)
Pardon? Say again?
I would say the opposite - Extreme good/evil are systems of belief, and thus
are intrinsically lawful. I have never been a fan of the CG or CE alignments.

|> Remove curse*(Remove curses which cause chaos, Bestow curses which
|>               keep order but without killing)<---I'm gonna get
|>                                                  comments on this one
No different to a cleric casting "Cause Light Wounds". Can be done, but
watch that alignment!

|> Wall of Force(Really stops chaos well)
Also stops Law, and Good, and Evil, and.....                 :-)

|> Additions are welcome, subtractions will be given serious thought.
|> I have also made the following changes to my class.
|> [...]
|> 4-Polymorph frequency reduced to 2 times per day.
Is this to a new form and back? Or to two new forms?

Keep up the work, I am sure a workable class will come out of it. In fact, 
it seems to be nearly there...
-- 
+soluble fish+
"You people, you do not see the grandeur in the wind and stone and stars,
 in the blood and fire and iron - but paint only the flowers."
Newsgroups: rec.games.frp.dnd
Subject: last slot for 1st ed PBEM
From: geoffrey@yvax.byu.edu
Date: 22 Dec 92 08:55:13 -0700
Reply-To: geoffrey@yvax.byu.edu
Distribution: world
Organization: BYU

We have one last slot to fill for this PBEM.  Write me for details.

geoffrey@yvax.byu.edu
From: goosnarg@access.digex.com (karl r.s.)
Newsgroups: rec.games.frp.dnd
Subject: 3rd Edition Rules
Date: 2 Jan 1993 19:33:23 GMT
Organization: Express Access Online Communications, Greenbelt, MD USA
Distribution: country
NNTP-Posting-Host: access.digex.com

hello folks
you may be wondering about the title
im not a representative of TSR Inc.,or in any way associated with them

The title refers to a system of rules that my brother and i have come up
with.We got tired of, for example, being a mage, and then not being able
to move silently, or fight with a sword. The only way to do this under
present rules is to be multi- or dual-classed.This is rather a
constraining framework.For example what if one only wanted those two
skills, not any other theiving or fighting skills. The rules rationalize
these hinderences by saying that any restrictions on weapons,armor, or
other skills, is simply because members of that class do not train in the
skills of another class. Our rules pose the question, what if you were
able to.

Assume the character concept of a young man who goes off to find his lot
in the world.At first he does very poorly, and is soon reduced to theiving
to survive. He then "sees the light" and joins the priesthood of some god
or another, only to find it too strict for him to handle. Soon he is cast
out again on the streets.However, he manages to prove to a local mage the
virtues of his character, gaining him entrance to a local school.Several
years later, he emergerges a full fledged wizard.
Under present rules he would have to be a dualclassed human to accomadate
these abilities, and then he wouldn't even be able to use his rogue or
priest abilities until his level as a mage was higher than the other two.
A multi-classed person might be able to do the trick, but would advance
very slowly as triple-classed.

These rules entirely throw out the notion of classes and levels. It is a
proficiancy-point based game, very true to the spirit of AD&D, only much
more realistic. More (much) more info and questiones, drop me a line.

karl.
From: 2186filterj@vms.csd.mu.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Priests and Spellcasting
Date: 21 Dec 1992 18:16:35 GMT
Organization: Marquette University - Computer Services
Reply-To: 2186filterj@vms.csd.mu.edu
NNTP-Posting-Host: vmsd.csd.mu.edu

In article <1992Dec21.172252.4575@email.tuwien.ac.at>, alex@mips.complang.tuwien.ac.at (Alexander Forst) writes:
>In article <1992Dec17.225320.14935@CSD-NewsHost.Stanford.EDU>, cdb@CS.Stanford.EDU (Craig Davis Becker) writes:
>	[stuff deleted}
>
>|> So, what we decided to do was to let the priest cast spells without
>|> pre-determining them. So, unlike a mage, who must still memorize
>|> selected spells beforehand, the priest is now able to cast any spell
>|> as the situation dictates.
>|> 
>|> This may seem like a major advantage, but we have been using it for a
>|> while and it doesn't seem to unbalance things. And it certainly makes
>|> priests more versatile and fun to play!
>|>  [stuff deleted]
>|> Craig
>|> 
>
>I fully agree to this variation. My group also plays like this and it really
>doesn't seem to unbalance the game. But I must state it is better to use
>the priests from "The Complete Priests Handbook" *only*!! The original Cleric
>would have to many spells at hand and thus would become too mighty compared
>to the mage at lower levels.
>
>	Alex

Absolutely.  This method is by far the best method for priest to grant spells. 
In the last three campaigns I have been in, this method was used and it works
splendidly.  The trick, however, is to develop a sort of "theology" or pantheon
before playing and give certain gods or goddesses control over certain spheres
(after all - TSR went to all the trouble of grouping the spells into spheres
for us).  This way, you can rule out certain classes of spells.

Besides that, this method gives the DM more control over a priest because a god
who does not feel that his priest is performing up to his expectations can just
NOT grant a spell when needed.  Things can get very interesting when a powerful
priest comes up against a demon and realizes that he can't cast Holy Word;
likewise with the beginning priest who is not faithful and is in the middle of
the desert and realizes he can't cast create water.

All in all, this actually makes the priest a little more challenging to play
because he only has a limited amount of time to make his decision as to what
spell he wants to pray for, thus it forces to player to at least learn spells
that could be useful.

-Jon
From: wsbusr1@rwb.urc.tue.nl (Boudewijn Wayers)
Newsgroups: rec.games.frp.dnd
Subject: Re: Small query on multiple mages in a party...
Date: 21 Dec 92 12:48:23 GMT
Reply-To: wsbusr1@urc.tue.nl

u895027@tasman.cc.utas.edu.au (Mark Mackey) writes:

>2) On the other hand, if you allow free swapping of spells then you have a 
>major problem with the number of spels that your mages are going to acquire.

On the other hand, you still have the maximum number of spells a mage
can learn. In my campaigns, mages were very reluctant to copy spells
from eachother. Any spell known by more than one mage in one party is a
wasted opportunity to learn other spells.
-- 
Boudewijn Wayers, wsbusr1@urc.tue.nl.
Keeper of the Great Net Spellbook and Prayerbook.
From: gelinas@CAM.ORG (Daniel Gelinas)
Newsgroups: rec.games.frp.dnd
Subject: Help with new character class
Summary: Need help
Date: 26 Dec 92 07:31:50 GMT
Organization: Communications Accessibles Montreal, Quebec Canada


	Hi there,

This is my first post to this group so forgive me if I'm asking the wrong people, but I need a little help.

I have create a new character class with one small problem.  I want them to havethe ability to cast one school of magic.  The drawback is that no single school
seems to be adequate.

I have named the class Law-Makers.  One of their requisites is that they be
Lawful-neutral.  Therefore I disallow any chaotic magic items and any extremely
chaotic spells.  Otherwise the character class wouldn't make sence(their trying
to restory order to the world, this can't be done by creating more chaos).

Considering their ethos would anyone have any suggestions on regulation this
problem.  Without saying this..

Quote:

***Spell casting:

        Although they may only choose one school, Law-Makers are not
specialists.  They can cast only one school of magic and no other.
The restrictions placed on mages also apply to Law-Makers.  They may
not cast while in armour, they must study their spells.  They must
acquire new spells and when they find one they must first see if they
understand it before they can put it in their spell book.  All
Law-Makers can cast lesser divination, as this school is open to all
users of magic, but only those who choose Greater Divination can cast
spells of that school above 4th level.  They do start with the basic
spells which all mages have(read magic ect...).

        Whichever school they choose, Law-Makers are also restricted
by not being able to cast chaotic spells.  Spells such as 'chaos',
'tasha's uncontrolable hideous laughter', and 'confusion' are good
examples.  It is up to the DM to determine if any spell is too chaotic
to be used.

*After 14th level they do not gain any additional spells.

Note: These guys must presently choose between the schools of abjuration,
Enchantment/Charm and Divination.

P.S: Anyone see any problems with this?  Any suggestions would be appreciated.
From: wolfman@jptcs.COM (wolfman)
Newsgroups: rec.games.frp.dnd
Subject: AD&D Gamers Wanted on Long Island/NY.
Date: 2 Jan 93 04:40:36 GMT
Organization: JPT Computer Solutions
X-Newsreader: TIN [version 1.1 PL6]


Greetings, Net land... 

We are currently looking for a new non-munchkin, (non-hack-&-slash type)
player to enter an already set world of Dungeons & Dragons.  Advanced 
Rule playing is the only requirement.  If interested please get back to me 
asap.  

wolfman
Newsgroups: rec.games.frp.dnd
From: jwolf@nyx.cs.du.edu (The WolF)
Subject: Re: 2nd Edition Handbooks
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Tue, 22 Dec 92 06:18:18 GMT

With all the talk about new handbooks, and people waiting for the x
handbook of their favorite class and/or race, I'll add:

Gnomes and Halflings in March
Humanoids in May
Rangers in Dec '94
Elves in Dec '93

There'll also be a Glory of Rome sourcebook in Nov.

Personally, I >like< the handbooks, though I didn't like the Priest
handbook at first.  Then, I decided to run a campaign with ONLY special-
ized priests, none of this generic cleric garbage.

Suddenly the Priest HB was useful!  :)

Jon WolF - Ou est Canada?
Newsgroups: rec.games.frp.dnd
From: tfpayn01@ulkyvx.louisville.edu
Subject: Re: Class' power (was Re: how to imprison a psionicist)
Date: Mon, 21 Dec 1992 13:15:47 GMT
Organization: University of Louisville

In article <cfAbxWG00Vox9oxNRs@andrew.cmu.edu>, "Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:
> 
> 
>>        Not. It's all in how they're used. Here's how a mage can take somebody
>>out... (assume a 6th level mage):
> (long, boring list of methods deleted)
> 
> 
> Do you really want me to list the number of ways a psionicist could
> counter this?  If the psionicist thinks he'll lose teleport/prob
> travel out.  If he's a mindmaster type, he can spend 3 rounds taking
> you over (while you levitate up and cast your spells).  Etc.  
> 
> Sorry, the psionicist just rocks.  I think someone summed it up well
> when they said that there group only had 2 or 3 people, and needed
> someone else.  This person had to fight, be able to sneak around like
> a thief, heal people, and be good outside of combat.  I don't see any
> single class option other than psionicist that comes close...
> 	
> 	joe

	I completely agree.  The whole reason I took up psionics in the first
place was 'cos I wanted an edge over every other thief/assasin in the realm. 
On my one major hit in Tyr, the psionics saved my skin more times than I can
count.  Having the benefit of Priest spells intertwined with, say, the teleport
trigger (VERY helpful when doing an assasination if the stats say it's going to
be REALLY tough) can keep your PC alive much longer and let him do much more. 
No, not a munchkin, they're strictly taboo in my region.  Just gives me much
flexibility (key word here).

-- 

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>

Newsgroups: rec.games.frp.dnd
From: JBOSTERS@KUBVX1.KUB.NL (Jeroen Bosters)
Subject: druid shapechange
Date: Tue, 22 Dec 92 13:57:00 GMT
Organization: Tilburg University, The Netherlands
X-News-Reader: VMS NEWS 1.24

Hi Netters,

just a small question. Yesterday, while playing, we got a bit of a discussion
about how often druids use their shapechange ability. This actually means the 
player uses, of course. 
So I thought of a small poll just to see how often it is used. My druid-
character used it rather often it it's last campagne. 
It was set inside a pyramid which was full of cloakers, well it's great just
to change into an elephant just to "undress" from a cloaker and afterwards
use your 4 attack per round on the rest of the cloakers.
But  thanx in advance for reactions,

Masanov Aquilor do Notor 



*******************************************************************************
* Jeroen Bosters            * Student of Information Management & Technology  *
* Schoolstraat 363          * at Tilburg University, the Netherlands          *
* 5038 RL  Tilburg          ***************************************************
* The Netherland            *   " The prince of darkness is a gentleman ...   *
* JBOSTERS@KUB.NL           *        ... Modo he's called and Mahu   "        *
* jeroen@kubil1.kub.nl      *                   Shakespeare,  King Lear       *
*******************************************************************************
Organization: Georgia Institute of Technology-Office of Information Technology
Date: Tue, 22 Dec 1992 10:15:53 EST
From: Paul Goodwin <CC100PG@GITVM1.GATECH.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Re: PC vs. Player INT
 <1992Dec16.113247.2519@dct.ac.uk> <BzDMz4.4o6@news.cso.uiuc.edu>
 <BzDopu.5CB@news.cso.uiuc.edu> <1992Dec18.040333.21399@ugle.unit.no>
 <YfAcHP600Vox5oxPUJ@andrew.cmu.edu>

In article <YfAcHP600Vox5oxPUJ@andrew.cmu.edu>, "Joseph E. Beck"
<jb8n+@andrew.cmu.edu> says:
>
>brunborg@alkymi.unit.no (]dne Brunborg) writes:
>> The point I tink some of you is missing (IMHO, anyway) is that the INT-score
>is
>> the character's POTENTIAL, and if he fails to live up to that, too bad.
>>
>
>So you play the "high int character, low int player is just hosed"
>variant.  Great.  So people who aren't too bright are screwed playing
>in your game.  Do you also play that DEX is someone's physical
>potential, and if the player can't actually shoot a bow while tied
>upsidedown then that's too bad?  If not, why not?
>
>        joe

Yep, "high int character, low int player" is hosed.  Period.  And no, I don't
worry about how dexterous a player is when ascertaining what his character
can do.

If you start wondering exactly what adjustments the DM has to make to account
for a player's intelligence vs. his character's, then you get into a number
of gray areas.

1) Just how smart(stupid) do I really think that Danny is, anyway?
2) Gee, can I take *all* the fun out of the game by making Matthew roll to see
   if his character figures out something, and then tell him what it is?
   (I could play the game all by my lonesome if I wanted to do that)
3) Oh, boy, Jorge's character is much dumber than he is.  Better tell him
   he really didn't think of that possible solution to the problem.


What?  You don't handicap your players when their characters are a bit slower
(mentally) than they are?  Why not?


Paul
From: ac999239@umbc8.umbc.edu (ac999239)
Newsgroups: rec.games.frp.dnd
Subject: Re: Level limits
Date: 4 Jan 1993 00:14:02 GMT
Organization: University of Maryland, Baltimore County Campus
NNTP-Posting-Host: umbc8.umbc.edu
Keywords: four-way balance

The way I see it most races are either too long lived to have good evolution
since the old stock never runs out ;)...Or too short lived to accomplish enough
to really improve their race. Humans probably are viewed as the best age range
for best chance of surivial.

Face it...In most campaign settings, including out own planet at least ;)
Humans are dominant.