HDTenEightyP/NetNews huggingface dataset:
Organization: University of Maine System
Date: Tuesday, 10 Nov 1992 13:22:21 EST
From: The illustrius Pat Ellis (the DM) <IO11330@MAINE.MAINE.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Re: Otiluke, Tenser, & Rary
 <1992Nov10.160803.29496@zip.eecs.umich.edu>

Well let's see I have just sent away for WGA 4 Vecna Lives so I am not
completely familiar with it, I had heard that almost all the members of
the circle of 8 were killed in it, I have no knowledge of anyone coming
back etc. etc.  (although Rary the traitor suggests that many of them
had clones that would take over in the event of death......) HOWEVER.....
I just picked up the From the Ashes boxed set, I haven't read it yet
but I did notice that the Circle of 8 was now referred to as the
CIRCLE OF 5!!!!    (yes minus Rary, Tenser, and Otiluke)   So I would
say yes they aborted that time line, use it if you want they will
probably say..........
               Pat Ellis
                    THE DM

 p.s.   however, in the module treasures of greyhawk, there is an adventure
were the pc's have to get into the home of Bigby once he is dead (from
WGA 4) and bring something to Mordenkainen,,,     It gets so confusing........
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Fireballs in the forest?
Date: 6 Nov 92 10:23:02 -0600
Organization: University of Northern Iowa

In article <memo.723212@cix.compulink.co.uk>, thiggins@cix.compulink.co.uk
   (Tarry Higgins) writes:
> In-Reply-To: <1992Oct30.121911.8283@iscsvax.uni.edu>
>    boelter3945@iscsvax.uni.edu
>>    Thanks!  Done it many times before [...]
>> 
> how many times have you done it? [cast a fireball]  after you made 5th a
> whole once per day.  because thats how many times you can cast the spell.
> So how much practice can you really do with a spell?

   Many times..  You assume I follow the rules _exactly_ according to the
book (which I don't.. house rules).  You see, I have this house rule that
allows mages to get bonus spells based on their Intelligence using the same
table that Priests get bonus spells for their Wisdom.  This would be 2 spells
per day for third level spells (assuming a 17 Intelligence).

   Now, I could also make him/her a specialist in Evocations.. another third
level spell, but since I rarely specialize in those, I won't count that. 
This isn't even counting any magic items I might have, which at 5th level
probably isn't that many of note, but you never know.

   So I have 2 Fireballs I can practice per day.. and since usually
adventurers aren't going adventuring every single day (and in fact, have a
good amount of free time in the games I play in), I can get plenty of
practice.

   Just a clarifying point to my earlier statements.

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* Real programmers never work 9 to 5.  If  *            <Definitions>         *
* any real programmers are around at 9am,  * Endless Loop:  See Loop, Endless *
* it's because they were up all night.     * Loop, Endless:  See Endless Loop *
*                -Rune Huseby-             *           -Radio Shack Manual-   *
*******************************************************************************
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: Time/Level (was Re: Most Powerful PC ever)
Date: 6 Nov 92 03:55:18 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd1.cis.pitt.edu

In article <Bx9ts0.HFv@watserv1.uwaterloo.ca> alongley@cape.UWaterloo.ca (Allan Longley) writes:
>In article <1992Nov5.055930.4272@henson.cc.wwu.edu> n9046319@henson.cc.wwu.edu (Jeremy Corley) writes:
>>	I'm not good at guessing time, but I would say that I give out levels
>>about 1 every 4-5 good adventures.  If I were to guess I would say that this
>>is about 40-60 hours of play.  Maybe this is kinda long, but we have combat
>>_and_ roleplaying. (I know, weird).

	How many sessions per level depends very strongly on the characters
and the kind of things they do. The present group has been almost constantly
on the run -- role-playing and adventure-wise, both -- ever since it was 
created. Since I give out just as many experience points for roleplaying as
I do for combat, this can add up very fast. This particular group has been
going up  about one level every two sessions, or 1 per 12 hours of play.
They're mostly slowing down a bit now, since it takes slightly more XP
to go up those higher levels (I do NOT use the ludicrous AD&D "geometric
progression" experience charts, but instead use the Rolemaster charts),
but they still move along pretty fast. They also get in far more trouble
than other groups I've run that took much more time per level (up to about
1 level every 6 sessions).


                                 Sea Wasp
                                   /^\
                                   ;;;
From: cb317@cleveland.Freenet.Edu (Stephanie J. Kessler)
Newsgroups: rec.games.frp.dnd
Subject: Re: Magic Shops
Date: 6 Nov 1992 05:48:24 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I believe there is a Magic Shop described in the new Magic
Encyclopedia that is feasible.  You might try to get your hands
on a copy, or perhaps someone who has it handy could describe it,
if they haven7t already.
-- 
The United States is a nation of laws:  badly written and
randomly enforced.     Frank Zappa

cb317 @ cleveland.Freenet.Edu
Newsgroups: rec.games.frp.dnd
From: ag757@yfn.ysu.edu (Ian Clysdale)
Subject: Re: Xanth Talents
Reply-To: ag757@yfn.ysu.edu (Ian Clysdale)
Organization: St. Elizabeth Hospital, Youngstown, OH
Date: Sun, 8 Nov 1992 22:41:41 GMT


In a previous article, st923058@pip.cc.brandeis.edu (Rosaleen Dhu) says:

>
>	I noticed that someone wants to start a Xanth game. How would you deal
>with the basic Xanth premise that everyone has a magical Talent, when 
>psionic rules are so fucked-up (and rarely used) in the AD&D game? And do
>you have a list of magical Talents? If not, I have some that a friend and
>I collected for a frp set in Valdemar, and this might be a kind of
>interesting new thread for those of us who are more interested in 
>role-playing than rule-picking (and again, that's not a flame; to each his
>own. Maybe I should make a macron that says that...). Anyone interested?
>

   Well, I don't think that it's really too hard a premise to deal with.  It's
a lot like wild talents in psionics, except marginally more powerful.  And
don't forget, what you give to the players, you give to their enemies.  Also,
I wouldn't allow  players to run any strong talents (ie. Magician, Sorcerer,
Enchanter) without a lot of serious consideration.  But anyways.  Maybe
we could make a net xanth handbook.  :)

-- 
			Ian Clysdale
		 Student and Official Nobody
	        Internet:   ag757@yfn.ysu.edu
	      Fidonet:   Ian Clysdale, 1:163/241
From: stanford@lonestar.utsa.edu (Sandra S. Stanford)
Subject: Re: Magic Shops
Organization: University of Texas at San Antonio
Date: Fri, 6 Nov 1992 02:09:00 GMT

I have a very simple solution to the problems presented in the original
article: no magic shops.  Magic items are so rare in my campaigns that
nobody would believe a character trying to sell something "enchanted".
If the character were forced to demonstrate (i.e., discharging a wand),
the locals would run for the hills when that little spark exploded into
a twenty-foot-diameter fireball!  Thus, no sale. :)

My players usually try to sell EVERYTHING they find, so I have to limit
their monetary profits somehow.  I even had a thief who tried to scam
a village into believing he was the King's tax collector, and should
be paid 2 sp/head by everyone!  He did get paid... but he was robbed
by highwaymen before he could return to the city. :)

--
Sandra
stanford@lonestar.utsa.edu
"What does this button do?"
From: n9046319@henson.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: Spellcasting in Armor (was Re: Dual Class Characters)
Date: 5 Nov 92 06:24:54 GMT
Article-I.D.: henson.1992Nov5.062454.5781
Organization: Western Washington University

wright@latcs2.lat.oz.au (Michael G. Wright) writes:

>I've always ruled that a spell can be cast in armor if and only if no somatic
>gestures are needed. I know that there are probably one or two spells whose
>somatic components could be cast in armor, but it is easier to rule that way.
>After all, the only reason that I can think of for not allowing armor is that
>it is too restrictive to pose in weird ways easily enough to get the spell off.
>(Of course game balance is another good reason :-)    )

>-- 
>Michael Wright            _-_|\     Peg- "Al, can I have a thousand bucks?" 
>LaTrobe University,      /     \     Al- "Why sure honey, have you got change
>Melbourne, Australia.    \_.-_*/          for a million?"
>wright@latcs1.lat.oz.au       v                Married with children. :-)

	I have always ruled that they can't cast in armour because it messes
up their magic directly and because of movement.  Also I would think that most
magicians would see that as accepting a combat role and would avoid it like the
plague.  Besides the stuff is a bitch to travel in!  I would however sometimes
allow a cap or _maybe_ leather in colder weather.  I don't think shields would
be appropriate because they wouldn't know how to use one.

	I do however thow away weapon proficiency restrictions for all classes.
I a nutty mage wants to practice the two-handed sword, he can go right ahead!
(especially with his crappy THAC0).

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
Newsgroups: rec.games.frp.dnd
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: Rules for D&D in the Modern Day?
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Sat, 7 Nov 92 17:17:08 GMT

In article <9282@blue.cis.pitt.edu.UUCP> seawasp@vm2.cis.pitt.edu (Sea Wa
p) writes:
>In article <1992Nov7.045218.25924@mnemosyne.cs.du.edu> cmeadows@nyx.cs.d
.edu (Chris Meadows) writes:
>>Has anyone come up with a set of rules for playing D&D in a modern
>>setting?  Things like firearm range and damage, automobile speed,
>>modern skills and weapon masteries, et cetera?  It would seem like
>>such a thing would be relatively easy to write (I could probably
>>come up with something myself, given a week or two)...just give the
>>weapons higher amounts of damage (say, 2D6 for a .22 pistol, 3D6 for
>>a .38, etc.) and the vehicles higher amounts of speed, and transpose 
>
>
>	Yep, it's been done. See The Arduin Grimoires for details; most
>of the first three books are pretty AD&D compatible. 
>
>	For ordinary firearms: Arduin Grimoire II: Welcome to Skull 
>Tower.
>	For energy/high tech weapons: Arduin III: The Runes of Doom.
>
>
>                                 Sea Wasp
>                                   /^\


My little brothers have a book called "The Arduin Grimoire" at
home...it's a little pamphlet-type book, with a picture of some
monster that looks like a cross between a dragon and a radish on
the front.  The pages are typed...didn't seem that well-constructed
to me, though it did have some interesting source material...I'll
probably have to come up with something myself.  Following D&D's
example, I'll probably make a heavy pistol, light pistol, etc...
 
Incidentally (and this is not a flame), when I say D&D, I mean D&D,
NOT AD&D.  :)

--
Chris Meadows // CHM173S@SMSVMA // CMEADOWS@NYX.CS.DU.EDU
   "If blood be the price of admiralty, then I've just bought me 
    a naval commission."  -- Corwin, SIGN OF THE UNICORN, Roger Zelazny

Newsgroups: rec.games.frp.dnd
From: laruedm@ucsu.Colorado.EDU (David Larue)
Subject: Artifact designing
Organization: University of Colorado, Boulder
Date: Tue, 10 Nov 1992 00:47:02 GMT

Hello everyone out there!  I was just wondering, does anyone have any cool
artifacts that they've designed, along with a bit of an outline as to how
the PCs get the artifact?  For that matter, and cool new magic items?

Thanx, later

Newsgroups: rec.games.frp.dnd
From: dragon@camelot.bradley.edu (Matthew Korth)
Subject: Re: Need Kender Info
Organization: Bradley University
Date:  8 Nov 92 19:50:10 GMT

In <1992Nov8.171043.4445@tom.rz.uni-passau.de> hermann@homer.uni-passau.de (Michael Hermann) writes:
>Hi,
>the subject says it all...
>I need the min/max stats for a kender along with the racial modifiers, the
>max level for the different classes and possible multi-classes
>Thanks for any information
>  - Mike

I don't have DLA here with me, but I *do* know that kender are based
on your standard halfling, with a few extras thrown in for good
measure (like the propensity for theft... er, *borrowing*... and the
ability to taunt).
--
*** Matt Korth *** dragon@camelot.bradley.edu *** dragon@buhub.bradley.edu ***
	"I'll just go tell them to 'fornicate off.'"
				--Black Adder
From: brian_vickers@isd.jpl.nasa.gov (Brian Vickers)
Newsgroups: rec.games.frp.dnd
Subject: Spellcaster rest period
Date: 9 Nov 92 18:57:42 GMT
Article-I.D.: 137.brian_vickers-091192105325
Followup-To: rec.games.frp.dnd
Organization: Jet Propulsion Laboratory

Okay, the question has come up in my gaming group of exactly how long does
a spellcaster need to be "rested." Neither the PBH or DMG gives a specific
period of time. I seem to recall reading somewhere (either here or maybe
"Sage Advise") that the minimum time needed was 8 hours. But I can't find
anything to back-up this memory.

Anyone care to lend a hand?

-- Brian
[This is not my REAL .sig, its my .sig's ALTER EGO.]
From: v073pzuy@ubvmsb.cc.buffalo.edu (Damned for all time...)
Newsgroups: rec.games.frp.dnd
Subject: Re: Most powerful PC ever
Date: 5 Nov 92 18:39:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1cs4imINN5fp@master.cs.rose-hulman.edu>, 
	trottibw@nextwork.rose-hulman.edu writes...

[Description of the most powerful character of all time ever seen deleted]

>This is the most powerful PC I have ever seen.
> 
>Comments on your most powerful PC would be appreciated.

Well, I'm going to kill this thread so I don't have to read through all the
flames, but I will comment on *your* most powerful PC anyway :)

Waldorf beat him already.  Give up (Dragon Magazine readers might remember this
one:]

					---Lord Thanos of Titan
Newsgroups: rec.games.frp.dnd
From: s9877751@phobos.ucc.umass.edu (s9877751)
Subject: AD&D Survey!!!
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Massachusetts, Amherst
Date: Mon, 9 Nov 1992 16:20:00 GMT

Keep the responses coming for your favourite module(s)/adventure(s)!

Here's the survey in case you missed it.

(1) WHAT'S YOUR FAVOURITE AD&D MODULE(S)/ADVENTURE(S)?

(2) WHY?--tell me only if you want to.

Remember to include the full title and module #, so it will be accurate.
mail responses to me at s9877751@phobos.ucc.umass.edu

Thanx,
Matt

Newsgroups: rec.games.frp.dnd
From: kurgan@spock.uucp (Andrew Twyman)
Subject: Re: Suicide
Keywords: suicide, question
Organization: Choate Rosemary Hall
Date: Mon, 9 Nov 1992 02:28:11 GMT

In article <1992Nov9.013046.19394@spock.UUCP> bane@spock.uucp (Cameron Huang) writes:
>In article <1992Nov8.224206.19012@spock.UUCP> friar@spock.uucp (Tom Walcott) writes:
>>I don't know if this has come up before, but how is suicide defined
>>in regards to good or evil?  I mean, wouldn't an evil character commiting
>>suicide, therefor ridding the world of his evil, be a GOOD act?
>>And wouldn't a good character killing oneself be an EVIL act?
>>This could lead to interesting scenarios, such as a evil person
>>going to the seven heavens due to committing suicide when all was lost.
>>The only person whom this would not affect would be the Neutral type.
>>Just curious.  Lemme know if this has already come up or anything.
>>
>
>Why don't you kill yourself and find out, you paladin, you?
>
>					--Lord Bane

Perhaps Lord Bane could have kept his divinity if he had commited suicide
	instead of being destroyed!
					-Ren of Sargas



Newsgroups: rec.games.frp.dnd
From: goldman@orac.cray.com (Matthew D. Goldman)
Subject: Re: Forget...
Organization: Cray Research, Inc.
Date: 6 Nov 92 15:01:15 CST

In article <Bx9C9u.D45@acsu.buffalo.edu> v073pzuy@ubvmsb.cc.buffalo.edu (Damned for all time...) writes:
>Forget Bane *and* Cyric...resurrect Moander, the Dark God...
>
>(My character that I'd been playing for 6 years--a cleric of Tempus--was 
>seriously considering this...or wanting to do it, anyway)

My gang met up with this really powerful lich at the far end of time,
Vlad.  Now once upon a time, Vlad was a PC friend of ours; however, not
anymore.  Long story but we got away, and escaped to our own time where
Vlad was just a sort of lich, due to a curse and a magic item.

We thought that it would be really great to get Vlad out of the way without
killing him.  We jokingly set up a temple to "Vlad, the tragic undead 
god of happiness".  Nother long story, basically it worked.  Shudder.
Vlad smiles upon his people.  Shudder.  We are much worse off with Vlad 
as our friend.  Shudder.

Matt


-- 
Matthew Goldman              E-mail: goldman@orac.cray.com
Fax: (612) 683-3099                   Work: (612) 683-3061

"Would you like fries with that sir?"
From: dutech@reseau.Berkeley.EDU (Groupe ELEVES)
Newsgroups: rec.games.frp.dnd
Subject: Re: Hurled Weapons To hit/damage
Date: 10 Nov 92 09:33:48 GMT
Reply-To: dutech@reseau.Berkeley.EDU (Groupe ELEVES)


  [... marc allows both STR and DEX bonus to hit, on the rationale that
more pull = more energy...]

  I still disagree. More pull certainly doesn't increase accuracy, which
is all we are talking about, provided we agree that the archer is able
to keep his bow pulled for more than a heartbeat ( a bow adapted to his
strength ). Only DEX counts for accuracy, IMHO. For the same reason, you
could not increase the bow ranges for greater strength : yes, the arrow
will go farther, but the accuracy is the same.

  On another subject, I'd strongly increase the crossbow damage. We are
talking ( for a heavy crossbow ) about a weapon that could pierce a
knight's leg ( in full plate armor ) and kill his horse ! Its sheer
penetrating power, IMHO, allows far greater damage. I'd say 2d6 / 2d4
for the heavy crossbow, and 2d4 / 1d6 for the light crossbow.

							Redwing
Newsgroups: rec.games.frp.dnd
From: mpd48941@uxa.cso.uiuc.edu (Mike Duff)
Subject: Monster lists
Reply-To: duff@cs.uiuc.edu
Organization: University of Illinois at Urbana
Date: Tue, 10 Nov 1992 05:23:22 GMT

I was wondering if anyone had ever heard of a decent net version of the 
Monstrous Compendiums, Monster manual 1&2, and/or Fiend Folio (All of the
ACTUAL TSR monster products)  I was wondering if anyone had had a good reason
at some time to put all of these beasties in.  I'm writing a monster data-
base and would very much like to incorporate the old lists without having
to type them all in.
Thanks for any help.

Oh, by the way, I don't mean "where are the Net.Monstrous.Compendiums" and
other such lists of newly-created creatures.  I want the old boring stuff. :)
-----------------------------------------------------------------------------
| Michael Duff              | "Thank you for bringing up such a painful     | 
| ACM membership coord.     |  subject.  While you're at it, why don't you  |
| ACM SIGsoft               |  give me a nice paper cut and pour lemon      |
| duff@cs.uiuc.edu          |  juice on it.                                 |
| mpd48941@uxa.cso.uiuc.edu |                           - Miracle Max       |
-----------------------------------------------------------------------------
Newsgroups: rec.games.frp.dnd
Subject: Re: Bashing dragons over the head
From: Geoffrey@yvax.byu.edu
Date: 3 Nov 92 13:44:59 -0700
Reply-To: geoffrey@yvax.byu.edu
Distribution: world
Organization: BYU

Oh yeah, well your father was a hamster and your mother smelt of elderberries!

Geoffrey Eastbrook and his amazing ring of net fire resistance.
Newsgroups: rec.games.frp.dnd
From: st1lv@rosie.uh.edu (McLeod, Stephen)
Subject: Re: Chain Mail attire
Followup-To: rec.games.frp.dnd
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Wed, 11 Nov 1992 02:34:00 GMT

In article <drool.098y@retreat.Bah.Rochester.NY.US>, drool@retreat.Bah.Rochester.NY.US writes...
>In article <1992Oct28.075845.4611@leland.Stanford.EDU> loren@leland.Stanford.EDU (Elina Aulikki Compton) writes:
>> Just to update for those who missed today's show of Donahue, he had
>> on housewives that made things for sexual purposes.  One lady made
>> Chainmail!! She made slinky breast-plates and chain g-strings, as
>> well as full suits.  Hey, if this fashion hits home, it might actually
>> become popular to wear armor in broad daylight! 
> 
>At Gen Con a couple of years ago,  a couple of women were all
>decked out in links of armor.  Quite provocative, but ooh that must
>pinch.
> 
I'm making some chainmail now (took about three hours to get a 9" disk).
I don't see any pinching problems but it is *cold*.  At the current rate, I 
guess I'll finish my coif in about 10-11 hours.
---
Stephen McLeod
The Eternal? Student
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Newsgroups: rec.games.frp.dnd
Subject: Re: How do UNDEAD see?
Date: 12 Nov 92 16:15:51 GMT
Article-I.D.: jabba.BxM2IG.71x
Organization: Harris Corporation - ISD

In <BxKsvA.LA0@news.cso.uiuc.edu> was28667@uxa.cso.uiuc.edu (palamino) writes:



>Anyway, how do y'all handle just what undead can see?  A skeleton doesn't
>have eyes, so I assume that it's a magical vision.  And since undead are
>usually wandering around in the dark, I also assume that light isn't 
>required for them to see by.  So do they have some sort of magical 
>infravision?  If that were true, they couldn't see each other - leading
>to an awfully clumsy troop of skeletons for example.  So it must be some
>sort of radar, I guess.  In which case, they can see invisible objects/
>people, right?  Hmmm.  Am I just missing some obvious answer?

I've always played it like undead have a special sight.  A kind of vision
that detects life and unlife.  They hate the living and it torments them
so.  This way they can see each other without being clumsy.  It avoids the
problem of not having eyes.  It also really screws up invisible people.
Undead see them just fine!  Unless of course you have the spell "invisiblity
to Undead" from Forgotten Realms.  Lots of Necromancers from that world.

Happy Hunting

Joe Carl
--
Joe Carl Jr.               "If you ever drop your watch      |Deep Thoughts
jcarl@jabba.ess.harris.com  in a pool of molten lava,        | Saturday Night
                            let it go, cause man it's gone"  | LIve
Newsgroups: rec.games.frp.dnd