From: warren@Apple.COM (Chris Warren)
Newsgroups: rec.games.frp.dnd
Subject: REC.GAMES.DND - Frequently Asked Questions - Read before posting
Summary: This file should be read by anyone who wishes to post to the
         rec.games.frp.dnd news group.  It contains the following:
            1   a list of frequently asked questions about games
                for the IBM PC and compatabiles,
            2
Keywords: questions,hints,faq,info
Date: 26 Aug 92 21:47:59 GMT
Reply-To: warren@apple.com
Followup-To: rec.games.frp.dnd
Organization: Apple Computer Inc., Cupertino, CA


Archive-name: dnd-FAQ
Last-Modified: 1992/08/26

Posting Frequency: Once a week

--------------------------------------------------------------------------
--------------------------- rec.games.frp.dnd -------------------------
----------------------------- FAQ in 4 Parts -----------------------------
---------------------------- Rev date 8/26/92 ----------------------------
--------------------------------------------------------------------------

Administrivia/Soapbox: 

    Hello, here is your friendly neighborhood FAQ [person, sacrafical orc,
    slave to Asmodeus, ??? :] 

    Here is the first pass at the FAQ!
	
    We need YOUR help.  This FAQ will be great if you help make it great.
    The answers here are my initial guesses at what they should be.

    Please email me additions, corrections, or whatever to any of
    the questions that already have answers.

    Also please email me answers to the questions I have left black.

    On controversial issues this FAQ will try to present the different
    points of view that exist on the issue.  If your point of view
    is missing from an answer please send me an addition.

    If you help, you will earn eternal fame (but not fortune, sorry:()
	by getting your name in a credit in the FAQ.

    When it is done, the FAQ will be posted every week or so.
        
    Cheers
       Chris Warren (editor without cause)

    PS: should we post this to rec.games.frp.announce?

--------------------------------------------------------------------------


Contents:

Note: if you want to skip to a later part of this document search for the
string "Part <n>" where n is 1 to 4. On UNIX, using rn or more 
type "/Part <n>" (example "/Part 4:" to go to the section on Game Spoilers)

Part 1: General Questions

    The folowing questions are covered in part 1.  You can search for the
    coresponding number with your editor if you want to skip to that question
    On UNIX, using rn or more type /<number>: (example "/4:")

        1:  What is rec.games.frp.dnd?
        2:  What should I be aware of when posting to rec.games.frp.dnd?
        3:  What are these other rec.games.frp.* newsgroups?
        4:  How do I join the Ravenloft mailing list?
        5:  What is Munchkinism, and what is Monty Haul?
        6:  What is Powergaming?
        7:  What is the difference between ROLLplaying and ROLEplaying?
        8:  What is game balance?
        9:  Why are there level limits on demihumans?
        10: How do I FTP?
        11: From where can I download D&D related stuff?
        Others?

Part 2: Player Questions

    If you are playing or are thinking about playing in a D&D game,
    look here for info that might be usefull.

        1:  What do I look for in a Dungeon Master?
        2:  What should I be aware of when creating a character?
        3:  I want to run a Palidan.  What should I know?
        4:  I want to run a human multiclass or I want to run an unusual
            character.  What do I do?
        5:  The Rulebook says X and my Dungeon Master says Y what do I do?
        6:  Why can't my ranger sneek while wearing plate armor?
        Others?

Part 3: Dungeon Master Questions

    If you are running a campaign or are thinking of running a campaign
    look here.  If you are a player, particularlly a relatively new
    player, looking here may spoil some of the surprises that you may
    have in store for you.  Proceed at your own risk.

        1:  How do I become a Dungeon Master?
        2:  What should I know in designing a campaign?
        3:  I don't agree with a rule in the rulebook, what do I do?
        4:  How do I fairly abjudicate a wish?
        5:  How do you deal with a that damned stoneskin spell?
        6:  A player wants to bring in a character from another
            campaign.  What do I do?
        7:  How do I deal with a player who wants to have a stronger
            character than the characters in the party?
        Others?

Part 4: Glossary

    Did you ever wonder about the meaning of DM, IMHO, THAC0, PBEM
    or any of the other funny acronyms that fly fast and furious in 
    this group, look here for info.




------------------------ Part 1: General Questions -----------------------

1:  What is rec.games.frp.dnd?

A:  The charter of this group is to provide a forum for the discussion
    of the official rules and settings of the D&D family of
    roleplaying games, produced by TSR, Inc., including
    Collector's Edition Dungeons and Dragons (D&D), Basic D&D,
    Advanced Dungeons and Dragons (AD&D), and AD&D Second
    Edition. This proposed newsgroup would include discussion of
    TSR's rules and products and compatible products, such as:
    character classes; character races; monsters; magic spells;
    weapons; Greyhawk; the Forgotten Realms; the Known World;
    Dark Sun; Spelljammer; RavenLoft; Hollow World; City State of
    the Invincible Overlord; and so on. Crossposting between this
    group and other groups in the rec.games.frp hierarchy is
    discouraged, however issues of general interest that happen
    to involve a D&D rulebook or setting are more than welcome.
 
    For example (not comprehensive):
        o Discussion of rulebooks, modules, or playing aids
        o Discussion of TSR and other related companies.
        o Discussion of conventions
        o Discussion of favorite characters and adventures
        o Discussion of game mechanics
        o Requests for help
        o Personal sales and trading of modules and books.
          Not for commercial sales. Any risk assumed is your own.
        o Discussion of locations of ftp sites for D&D materials.

    If you want to talk about other game systems and you are not talking
    about D&D please post to rec.games.frp(or is it rec.games.frp.misc?)

    If you have insights from another game system that apply to D&D then
    feel free to post them here.
    
    If you want to talk about how D&D is better or worse that any other
    game system please post rec.games.frp.advocacy (and bring a +5 vest
    of fire resistance:)

2:  What should I be aware of when posting to rec.games.frp.dnd?

    When you post an article there a few things you can do to make life
    easier for others.
    
    a) Subject Headers: Please try to use a subject header that
    indicates what the topic of discussion.  Subject headers like
    "Test", "Question", or "Help wanted" are vague and put some
    in a bad mood.  If you need to do a test to make sure you can
    post works, try posting to news.test.

    b) Understand about SPOILERS. If you post something talking about
    something in a module or a D&D novel that is supposed to be a
    surprise, please put the word SPOILER in the header to indicate
    that the message contains a SPOILER.  This will usually apply to
    modules in this group.

3:  What are these other rec.games.frp.* newsgroups?

A:    go to rec.games.frp.announce and read the FAQ over there 

4:  How do I join the Ravenloft mailing list?

A:  If you are interested in talking about Ravenloft, or the
    Gothic genre, please mail a subscription request to
    rl-request@ais.org.  It'll actually be handled by a (*gasp*)
    real live person! :-) If you have any questions, either mail
    me directly (I'm one of the moderators), or mail to
    rl-request@ais.org, and it'll get bursted to the three
    moderators.

          Jeff Gostin
          Ravenloft Mailing List
          Co-Moderator

5:  What is Munchkinism, and what is Monty Haul?

A:  Munchkinism is another name for "Monty Haul" gaming; i.e.,
    playing at incredible power levels purely for the sake of
    watching the terrain get blown away by player characters who
    are unstoppable.

    There is nothing wrong with this per se.  If you are having
    fun playing this way by all means continue with it.  Some
    people find this kind of play boring and prefer to focus
    on the roleplaying aspect of the game.
    
    Munchinism can sometimes be confused with serious campaigns
    that happen to run at a very high power level.  These games
    require a lot of skill and imagination on the part of the
    Dungeon Master to keep the players intersted and chalenged.

6:  What is Powergaming?

A:  Powergaming is the practice of playing for the purpose of gaining
    the most power possible.  This can happen even in non-munchkin
    campaigns where a player tries to squeeze every possible advantage
    out of the rules.  A powergamer, for example, might take
    a weapon specialization in long sword, combine it with
    ambedexitity and two weapon style specialization for a
    first level character that gets two attacks per round with
    a longsword at +1 to hit +2 dammage (+ any strength bonus).
    They could might choose a race just to get racial bonus
    that will maximize their to hit and to get the strongest
    character possible.

7:  What is the difference between ROLLplaying and ROLEplaying?

A:  ROLLplaying refers to the practice alluded to in question 6
    where a player see D&D as a dice rolling game and the goal
    is to get the best possible dice rolls.
    
    ROLEplaying refers to the practice of building a character
    conception that has depth and almost a life of its own.

8:  What is game balance?

A:  Game balance is the notion that different elements (races,
    character class, etc) within D&D should balence each other out
    in such a way that each element has its particular advantages
    and disadvantages.  This encourages players in a party
    to have different types of characters that can work together
    to achieve their party goals.  Teamwork is an important
    part of a group oriented fantasy role playing game such as
    D&D.  If one character class or race was much better than
    all the others then every player would want to play that
    type and parties would start looking like groups of clones.

    Another aspect of balance is that if one character in the party
    is much stronger than the rest of the party then the game
    can become boring for the weaker members since the stronger
    member is less dependant on the rest of the party.

    Some people belive that game balance lies more in the Dungeon
    Master than in the rules, since it is nearly impossible to
    create a perfectly balanced game.  These people will often
    change the rules to suit their own fancy.  Remember
    the rules are guidelines that a Dungeon Master can change as
    they wish.  It is just that they need to take a certain amount
    of care not to unbalance the game or they will wind up
    with a game that is either Monty Haul or opressive/deadly to
    the players.

9:  Why are there level limits on demihumans?

A:  TSR did this primarily to give players motivation to play
    plain old humans.  Unlimited level advancement and
    the freedom to play any class are the advantages of humans
    over demihumans.  If you are uncomfortable with this
    try the sugested variations in AD&D 2nd Edition.

10: How do I FTP?

A:  First of all

    Those without FTP access should send e-mail to mail-server@rtfm.mit.edu
    with "send usenet/news.answers/finding-sources" in the body to find out
    how to do FTP by e-mail.

    [Thanks to John Gordon and Stephen M. Smith for most of what follows]

    [We are assuming that you are on a UNIX machine.  If you are using
     something else, you are on your own.  Sorry :( ]

Directions

    1) From your system prompt, type "ftp <host-name>", where
    <host-name> is the name of the host machine that you are trying to get to.
    Example: "ftp cica.cica.indiana.edu".  Note: In some cases you may not be
    able to use the name, you will have to use the IP address number.  This
    number is 4 numbers separated by dots, i.e. "135.56.9.2".  If you have to
    do it this way, you would type "ftp 135.56.9.2".  Presumably you can 
    obtain the IP number from the same place you got the host-name.
    Or use the /usr/etc/nslookup command to find the IP number from a machine
    name.
    
    2) When you connect to the host, you will have to enter a login
    and probably a password.  Most sites support what is called "Anonymous FTP",
    this means that you enter "anonymous" as your login and then enter your
    real login as you password, i.e. "joe@comp.node.whatever".  Some sites
    accept "ftp" as an anonymous login rather than "anonymous".  I have heard
    that sysadmins rarely check what you entered for your password, but it is
    courteous to be truthful.  NOTE: Most sites don't want you using anonymous
    FTP during prime-time, which is usually 7am-6pm *local* time.
   
    Note: Local time can often be hard to determine just from a site's name.
    You can use the command "telnet <site> daytime" or, failing that, 
    "telnet <site> 13", will give the system time at <site>.
   
    3) After you have successfully logged on, you can use "cd" and
    "ls", among other commands, to get where you want in the directory tree.
    
    4) Once you are in the correct directory and know what files
    you want, you can use "get" to copy single files, i.e. "get file1.c", 
    or "mget" to copy multiple files, i.e. "mget *.zip".  NOTE: If the
    files you are copying are not plain-text files, i.e. compressed files,
    binary data files, etc. you will want to set the transfer mode to binary.
    You can do this by entering "type binary".  "binary" or "tenex" may also
    work.
    
    5) If you get stuck, you can type "help" or "?" and get a list
    of FTP commands that you can use.  "man ftp" from your system prompt
    will also be helpful.
    
    6) If any of the files you copied have a .Z, .shar, and/or
    .tar extensions, you will have to play around with the files a bit
    before you can use them.  Check out the man pages for the commands
    "uncompress" (for .Z files), "shar" (for .shar files), and "tar"
    (for .tar files).
    
    7) Software obtained this way will probably not have viruses,
    but you never know.  Be careful out there.  Note: I say that "it will
    probably not have viruses" because there is simply more "clean"
    software out there than there is "dirty" software, not because FTP
    is somehow inherently safer.


Note: [thanks flee@guardian.cs.psu.edu]
    About ftping, what "binary" means is that the remote system is
    compatible with your system, and ftp will send an exact image of the
    file (Type I stands for Image).  If, for example, both systems are
    Unix systems, then you can always use binary mode, even for retrieving
    text files.  Binary mode will be a little faster, because the systems
    will not have to convert back and forth between local ascii and
    network ascii.
    
    Type tenex (L 8) is used to talk to DEC-10s and DEC-20s and other
    machines with 9-bit bytes.  Machines with 8-bit bytes (which is nearly
    everyone else) need to specify the "L 8" type to send binary files to
    and from those machines.
    
    Of the ftp sites you list, I think WSMR-SIMTEL20.ARMY.MIL is the only
    host that needs type tenex.

Example FTP session with Anotations

    > ftp wuarchive.wustl.edu
    
    Connected to wuarchive.wustl.edu.
    220 wuarchive.wustl.edu FTP server (Version 6.11 Fri Aug 16 07:53:21 CDT 1991)
    
    Name (wuarchive.wustl.edu:myname): anonymous     [enter "anonymous" or "ftp" 
                                                      for sign-on name]
    
    331 Guest login ok, send e-mail address as password.
    
    Password:                    ["guest" usually works, otherwise put in your
                                  real email address for the password]
    
    230-Welcome, archive user!  This is an experimental FTP server.  If you
    230-have any unusual problems, please report them via e-mail to
    230-root@wuarchive.wustl.edu.  If you do have problems, please try using a
    230-dash (-) as the first character of your password -- this will turn off
    230-the continuation messages that may be confusing your ftp client.
    230 Guest login ok, access restrictions apply.
    
    
    ftp> cd /pub/MSDOS_UPLOADS/demos   [change to the appropriate directory
                                        with the "cd" command, and make sure
                                        your directory dividers are "/" not "\"]
    
    250 CWD command successful.
    
    ftp> ls                        ["list" the contents of the directory;
                                    for a full description use "dir" or "ls -l"]
    
    200 PORT command successful.
    150 Opening ASCII mode data connection for file list.
    hover.zip
    lemmings.zip
    vectdemo.zip
    swotl.unp.txt.Z
    226 Transfer complete.
    56 bytes received in 0.03 seconds (1.8 Kbytes/s)
    
    ftp> binary                  [for any file OTHER than a text file, change
                                  to binary transfer by entering "binary"; some
                                  sites use the word(s) "tenex" or "type L 8"
    
                                  instead of "binary"; to change back to make a 
                                  text (ASCII) transfer enter the word "ascii"]
    
    200 Type set to I.
    
    ftp> get hover.zip           [enter "get (filename)" to transfer the file
                                  to your site from the remote site]
    
    200 PORT command successful.
    150 Opening BINARY mode data connection for hover.zip (424060 bytes).
    226 Transfer complete.
    local: hover.zip remote: hover.zip
    424060 bytes received in 38 seconds (11 Kbytes/s)
    
    ftp> quit                    [enter "quit" or "bye" to leave the ftp session]
    
    221 Goodbye.
    
    >                            [you are returned to your system prompt]
     

11:  From where can I download D&D related stuff?

A:  here are someplaces. 

    [???please supply me with some sites.  I had a list at one point.
     but now I am unable to find it]

    NOTE: A simply massive ftplist can be downloaded from the Document Site:
          typhoon.Berkeley.EDU(128.32.184.254) in pub/Library
          This place has a lot of other documents also.



---------------------- Part 2: Player Questions ---------------------------

    If you are playing or are thinking about playing in a D&D game,
    look here for info that might be usefull.

1:  What do I look for in a Dungeon Master?

    The best way to find a Dungeon Master you like is to sit in
    on a few different games and find a style you like.
    Talk to the players in the game to find out more about
    the Dungeon Master and their particular style and
    quirks.

2:  What should I be aware of when creating a character?

A:  First of all.  Talk to your Dungeon Master and find out what
    they want from characters.  This can range from simply
    rolling up characters and assigning equipment to working
    with the Dungeon Master on creating a richly developed
    character background and character personality.
    
    As a rule DMs like characters to be more flushed out rather
    than less.  With some DMs a good story can go a long way to
    getting him to accept your fighter with the "family
    heirloom plate mail."  These types of things give
    the character pesonality.  Such a character would be
    loath to give up that plate mail later even when he
    or she comes across +1 plate.
    
    On the other hand, don't try to use character conception
    to get things that will unbalance your character with
    respect to the rest of the party.  If you are sensitive
    to the DM's needs in this area, then you are more likely
    to get what you want.  The goal here is to have fun.
    
    Also your character's weak points often represnt good
    opertunities for roleplaying.  These can produce some
    of the funiest moments in a game.

3:  I want to run a Paladin.  What should I know?

A:  [???can someone give me info on this]

4:  I want to run a human multiclass or I want to run an unusual
    character.  What do I do?

A:    Talk to your Dungeon Master.  Make sure you are doing this for
    roleplaying reasons and not for powergaming reasons and
    you will have a better chance of getting what you want.
    Be prepared to not get everything you want.

5:  The Rulebook says X and my Dungeon Master says Y what do I do?

A:  The Rulebook is a set of guidelines.  Your Dungeon Master has
    the right to do whatever they want with the rules.  However
    it is in the DM's interest to make the game enjoyable to their
    players so most DMs tend to be reasonable.  If your DM is 
    unreasonable in your opinion, find a new DM.
    
    If your DM is reasonable.  Talk to him or her.  Present your
    argument clearly and logically and live by whatever ruling
    the DM makes.

6:  Why can't my ranger sneek while wearing plate armor?

A:    The armor will make noise when the character tries to move.

7:  Mages and Crossbows?

A:  [???this was listed as a FAQ in the request for the FAQ but I am not
     sure what this means?  Someone please send me info?]

------------------- Part 3: Dungeon Master Questions-----------------------

1:  How do I become a Dungeon Master?

A:  [???someone please add to this.  I know this is pretty lame]

    First of all, you should have some experience playing D&D-- At
    least to the point where you consider yourself fairly familier
    with the rules, spells, etc.
    
    The Dungeon Master's Guide provides lots of info about how
    the game system works.  You should read this.
    
    Talk to your DM.  He/She might be willing to show you the ropes,
    and/or let you watch them DM.

    A good way to get experience DMing is to buy one of the 
    pre-generated modules.  They contain everything you need to run
    for several game sessions.  Many even include pre-generated
    characters.  It is a good idea to start with a low level module.
    Make sure you read the entire module and know  it pretty
    well before you try running it.  Get a group of friends
    together (4-6 is usually a good number).  If this works
    out, give out experience and get a new module that fits
    them.  And run them again.
    
    The other half of becoming of DM is that of creating a world.
    If you haven't already read heroic fantasy books.  Running
    modules can get boring if they are not connected into a larger
    plot.  Some modules come in series which can make things easier.
    But you should still design some larger world that contains
    the modules you are running.  Over time you will populate
    that world with other modules and your own creations.

    Now if at any point, you have a great idea for an adventure and
    you feel ready to create your own dungeon feel free.

2:  What should I know in designing a campaign?

A:  [???someone please add to this]
    Some of the biggest decisions involved in designing your campaign
    involve deciding whether the campaign will be combat intensive or
    roleplaying intensive, deciding the magic richness of the campaign,
	deciding the power level (sometimes called entropy) of the
	campaign, and deciding the rate of development of characters.

    Each of these decisions are not absolute, rather they represent
    a range.  Some campaigns, for example, will be all combat.
    Others will have almost no combat-- where most of the campaign
    will invove political manuevering and intrigue.  Most
    campaigns lie somewhere in the middle with a healthy mix
    of roleplaying and combat.  There is no right answer except
    that which is right for you and your players.

    Magic richness is how common magic is in your world.  Do
	you want to have a world which is much like our world was
	in the middle ages with virtually no magic or do you want
	a world where magic is as common and as freely available as
	technology is in the late 20 century.  These two extremes
	present a very different feel to the players.  They can
	both be fun to play in.  It should be noted that as you
	move towards a more magic rich universe that high power
	items don't have to become commonplace.  In a magic rich
	universe you have a lot of everyday items that happen
	to operate because of magic.  For example, lanterns might
	operate off of magical "batteries" instead of oil.

    Power level is where a lot of DMs get into trouble.  Power
    level is determined initially by the average stats of characters.
    So you need to be careful about how you have the characters
    roll up their stats.  A good way to estimate the power level
    of a character is to add up the characters six stats
    (max = 108, average using 3d6 = 63) and look at the following
    chart:

     Stat Sum   Power Rating    Heroism Rating  Roleup Method
     ---------------------------------------------------------------
     <70        Average         Normal          DMG Method I,III
     71-79      Above Average   Low Heroic      DMG Method II,IV,VI
     80-89      Exceptional     Heroic          DMG Method V
     90-99      Powerful        High Heroic
     100-104    Very Powerful   Super Heroic
     105-108    Mega Powerful   Super Heroic
    
    The last column relates somewhat to the Hero system terminolgy
    for rating the powerlevel of a campaign.
    
    It is fairly easy to keep an Average or Above Average character
    chalenged without making the game too deadly.  However if you
    run Mega Powerful characters you will have to use higher
    level monsters to present a chalange to these characters.
    However, the higher level monsters can kill the characters
    more quickly, the Mega Powerful characters must actually
    live closer to death's door to be chalenged.
    
    So the DM must be adept at what they do to run a Mega
    Powerful game.  Campaigns that run at a power level much
    higher than 90 are at risk to devolve into a Munchkin type game.
    A DM should be aware that whenever characters' stats change,
    the power level of the game changes.  Personally I prefer
    to run at the Exceptional to the low end of Powerful
	depending on my players.

	As a campaign develops one of the other factors that affects
	power level is at what level certain magic items are obtained.
	If you give powerful magic items to first level characters,
	then you are raising the power level considerably.  On the other
	hand, if the characters have no magic items at 10th level
	then you have lowered the power level.  They will be at
	somewhat of a disadvantage with respect to the monsters that
	10th characters nominally face.

    Rate of development is how generous or stingy you want to be
    with handing out of experience.  In one extreme you have
	games where characters go up a level after every gaming session
	and at the other extreme you have it take many months or even
	a year of weekly gaming to go up a level.  If the game goes
	up too slowly, this can cause frustration and a feeling of
	stagnation on the part of the players, although this is less
	of a problem in a roleplaying oriented campaign than a combat
	oriented campaign.  If the develop too quickly, then some of
	the roleplaying and personal development on the part of the
	player is lost.


3:  I don't agree with a rule in the rulebook, what do I do?

A:  Feel free to change it.  Better yet, talk to the players about
    it and solicit input.  Then change it.  If you do run with house
    rules it is nice to tell players up front about it.  Obviously,
    this is not always possible.  So at least once you make a change
    do it in a consistent way.

4:  How do I fairly abjudicate a wish?

A:  [???I have my ideas, but I would like to hear other people's opinions]

5:  How do you deal with a that damned stoneskin spell?

A:  [???someone, please send me a response]

6:  A player wants to bring in a character from another
    campaign.  What do I do?


A:  Feel free to refuse it or modify it in anyway to match the power
    level, magic richness, and general quality of your campaign.
	It is generally a good idea to not to bend a rule because
	the player's old DM allowed them to bend that rule, unless you
	rule the same way as the old DM.  It is often a good idea to
	take all the magic items or rule that they do not work in 
	your world.  This may seem severe but the alternative of
	generating a new character is even more severe.


7:  How do I deal with a player who wants to have a stronger
    character than the characters in the party?

A:  [???someone, please send me a response]

Others?

-------------------------- Part 4: Glossary -------------------------------


AC        Armor Class
AD&D      Advanced Dungeons & Dragons
AD&D2     Advanced Dungeons & Dragons Second Edition
BTW       By The Way
DM        Dungeon Master
DMG       Dungeon Master's Guide
FAQ       Frequently Asked Questions
FTP       File Transfer Protocol    -- Tool used to transfer files between
                                       two machines (usually UNIX machines)
GM        Game Master
HP        Hit Points
IMHO      In My Humble (or Honest) Opinion
IMNSHO    In My Not So Humble/Honest Opinion
NPC       Non Player Character
OA        Oriental Adventures
PBM       Play By Mail              -- Game (often RPG) that is played by mail
PBEM,PBeM Play by EMail             -- Game (often PRG) that is played by EMail
PC        Player Character
PH        Player's Handbook
RL        Ravenloft
RTM       Read The Manual           -- Phrases used by people who don't have
RTFM      Read The F_CKIN Manual       the time/patience/desire to help those
                                       who have a question.  This editor
                                       personally dislikes this because it
                                       sends the message Read the Manual
                                       Stupid.  Some things are not always
                                       clear to others and they have as much
                                       a right to ask their questions as we
                                       have to ask ours.
THAC0     To Hit Armor Class 0
XP        eXperience Points

[???Please post additions and corrections]