HDTenEightyP/NetNews huggingface dataset:
From: digdug@iastate.edu (Doug V Tran)
Subject: FNN presents TAJ v1.3
Organization: Iowa State University, Ames IA
Date: Sat, 7 Nov 1992 01:42:21 GMT



The Fantasy News Network(FNN) has just released another issue of
THE ADVENTURER'S JOURNAL (TAJ).

Content includes:
	News from the worlds; Forgotten Realms, Krynn, Dark Sun, GreHawk,
                              Helliconia, Hollow Worlds, Taranta, and the
                              4 Cities.
        Quick Quide to Known Worlds: Features  the Four Kingdoms
                    Weather: by SEM

You can get the TAJ by FTPing to cco.caltech.edu or greyhawk.stanford.edu, or
by writing to me and asking for one.


thanks,
later,
doug
From: cam@gu.uwa.edu.au (Cameron Neylon)
Newsgroups: rec.games.frp.dnd
Subject: Re: wish spell results
Date: 12 Nov 1992 04:05:19 GMT
Organization: The University of Western Australia
NNTP-Posting-Host: mackerel.gu.uwa.edu.au

arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes:

>In article <Nov.10.14.34.48.1992.9582@gandalf.rutgers.edu> ghuber@gandalf.rutgers.edu (George Huber) writes:
>>1) "wish that that the next attack spell that I throw will do maximum damage
>>   to its targets"
>>2) "wish that all the targets of the next attack spell that I throw fail to 
>>   resist it's effects"
>>Anyone see any loopholes in these wish's that might pervert them into something
>>else (or other ways of intrepretating these)?

Surely the loophole is that any mage powerful enough to have wishes, is not
going to be particularly concerned with piddling attack spells like Chromatic
orb at 10th level, and Instant death to all opponenets (9 1/2 level)

The 18th level mage is so powerful that they probably knew the villain was
coming months ago, and left a trail of traps that killed them, or even
moe insidiously just left them feeling it wasn't worth the effort. The clever
18th level mage woulod have all this set up automatically.

If you have an 18th level mage engaging in melee I suggest that the loophole,
is in your DM who should have him involved in much more interesting
adventures.

Just my Aust$0.02=$US0.012=$Can0.015  I think anyway.

--
Cameron Neylon  cam@gu.uwa.edu.au
I can't think of anything witty enough that people 
would really want to see it time after time after . .
Newsgroups: rec.games.frp.dnd
From: kjenks@gothamcity.jsc.nasa.gov
Subject: Re: Hurled Weapons To hit/damage
Originator: kjenks@gothamcity
Keywords: missiles
Organization: NASA/JSC/GM2, Space Shuttle Program Office
Date: Thu, 5 Nov 1992 22:28:43 GMT

First, rogue@ucrengr.ucr.edu (ed zeamba) writes:
>>Using both STR and DEX to hit applies only to "hurled weapons"
>>ie) spear, dagger, dart, etc.
>>NEVER bows, slings, x-bows

Next, Sea Wasp (seawasp@vm2.cis.pitt.edu) sez:
>	If the bow is designed for your strength, you get the STR bonus.
>
>	And a sling is all muscle power and coordination. If you have more
>of both, you hit harder.

I agree with Mr. Wasp.  I allow ALL missile weapons to a DEX bonus
to-hit (even x-bows), and everything BUT x-bows get full to-hit and
damage bonuses for STR.  Yes, darts with 18/amazing STR get a little
silly that way.  But that's OK.  I don't do "weapon specialization"
(AD&D1 rules), so things don't get really out of hand.

By the book.

-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
      kjenks@gothamcity.jsc.nasa.gov  (713) 483-4368

     "Take the time and effort to become not just a good DM,
      but a brilliant one." -- Zeb Cook, AD&D DMG2, Foreword
Newsgroups: rec.games.frp.dnd
Subject: Re:  Most Powerful PC ever
From: jwwalden@miavx1.acs.muohio.edu (P'relan)
Date: 7 Nov 92 18:08:35 -0500
Organization: Dept. of Physics

In article <1992Nov2.044648.6474@sarah.albany.edu>, ea4986@thor.albany.edu (Airborne) writes:
> Well... this "most powerful" PC thing is really getting to me I guess. I know
> that everyone goes through this period of powergaming, but really, what's the
> point in playing after they are that powerful? 
> 
> To add my part, the most powerful PC I have ever played is a 7th level fighter.
> wih only a battleaxe +3. Yeah... "only" 7th level, but I played it every day
> for a year, maybe even longer. He was a powerful person in that world, 
> there was even a city named after him. 
> 
> So someone, answer me this, what is the point of all this? Are you really
> that sadistic that you want to get flamed this badly? Take you munchkin
> experience and enjoy it, but keep quiet about it. There are still some people
> out there who still think RPG means "role playing game".

Well, the point could be to determine who's worse - the people who brag about
how powerful their characters are or those who brag about how weak their
characters are?

Anyway, the whole thread's been amusing to read so keep it up...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 P'relan (and Birith)      	   ``Time stand still -
 jwwalden@miavx1.acs.muohio.edu      I'm not looking back -
  or jwwalden@miavx1.bitnet	     But I want to look around me now.'' - RUSH
Newsgroups: rec.games.frp.dnd
From: LRPR000 <LRPR@UNB.CA>
Subject: RE: just what IS combustable?
Organization: The University of New Brunswick
Date: Fri, 13 Nov 1992 16:18:30 GMT

In article <BxKt72.LF8@news.cso.uiuc.edu> was28667@uxa.cso.uiuc.edu (palamino) writes:
>
>Okay - so not all of my questions are about undead...
>
>The druid in our party is casting Produce Flame and throwing it at a
>bundle of logs.  The spell description says that combustable materials
>will ignite.  Although wood IS combustable, I assume that the spell
>means readily combustable materials (eg straw, paper, etc).  Is that
>too limiting?  If so, where to you draw the line?  Are clothes considered
>combustable?  Hair certainly would be.  Books?  Kindling twigs?  Etc...
>
>-palamino
    I usually assume this includes prepared wood (like kindling, or
logs if treated with some lamp oil...).  If a produce flame is used
to hit an opponent in combat, I have them save vs. spell; if that fails
then they have to save for their clothes (if they aren't wearing armor)
and a failed save for the clothes means they're on fire and the target
takes 1d3 damage per round until they put it out (sometimes stupid
or chaotic monsters will run screaming, making a fine torch - but also
sometimes setting the druid's beloved woods aflame...) - by water or
dropping and rolling or some other spell, etc.  This can be disastrous
for wizards, who according to the PHB2 have "many small pockets and
folds in their robes for their spell components..." I assume this means
it takes a full round to get out the material components from the
backup leather pouch of spell components (you didn't have one? So
sorry...).  It can also be nasty for magic cloaks, or scrolls which are
in the process of being read at the time. I have any magical clothes
save separately (with the bonus for being magical) from the rest;
Note that I don't count armor (even leather, but not including padded)
as clothes, nor leather boots, or gauntlets, charms,rings,jewellry, etc.
Thus the spell can be quite powerful, even though the damage is low.
                             JubbaBones
  "The Dwarves are coming; prepare to die!!"
Organization: University of Maine System
Date: Thursday, 5 Nov 1992 10:20:05 EST
From: SEM <IO01092@MAINE.MAINE.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Re: MS-DOS char generator
 <1992Nov2.234129.5119@cheshire.oxy.edu>
 <1992Nov3.135217.12795@welchgate.welch.jhu.edu>
 <1992Nov3.135429.12942@welchgate.welch.jhu.edu>

I think a program that would keep track of the position of
a large number of combatants, relative to each other, and
allow for simultaneous movement would be really interesting.
Organization: University of Maine System
Date: Monday, 9 Nov 1992 09:00:39 EST
From: SEM <IO01092@MAINE.MAINE.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Re: Suicide

So far as the game goes, I think the moral correctness (or
lack thereof) of suicide should depend on the character's
religion, etc.  What is the definition of suicide according
to the belief system?  Attitudes towards suicide can vary:

A religion that believes that the greatest good is to give
your life for the Goddess may believe suicide for this
purpose is a good thing.

A religion that believes that human life existing in the
world is the highest good may take a dim of suicide.

Of course there can be an over-arching principle that is
above the god(s) in matters of good/evil but the point is
that different belief systems should probably take different
views on the matter.  If the gods of these belief systems
are the final judges on matters of good/evil then suicide
should not be good or evil for all people unless all of
the gods agree.
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: spellcasting in Armour!!!! Indeed!
Date: 14 Nov 92 03:39:14 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd1.cis.pitt.edu

In article <1e1043INN8ca@lester.appstate.edu> FDN02462@CONRAD.APPSTATE.EDU (*Lewis Edward Lynn) writes:
>The concept of casting spells in armour is absurd.  First you have to be able
>to move your arms in a variety of motions from a simple flick of the wrist to a 
>grand rotation of the shoulder joint.  For those of you who have been in armour
>you know that even the best made suit of armour is constrictive (whether it be
>steel or leather or padded).

	Uh-HUH.

	Depends on the way you work your magic, eh? If it's like in the
movie "Dragonslayer", it's mostly words and a flick of the wrist or
something -- easy in everything from swimsuits to platemail. And in other
stories it's often not as "gesture intensive". I'm sure that a little
practice would allow spellcasting from virtually any armor, even WITH heavy
gesturing. 

	After all... I haven't seen rules about spellcasting in different
climates. If chainmail or leather is restrictive, what about winter 
clothing? That's a lot worse.

	As far as the materials interfering... that's ridiculous too. 
If metal interferes with casting magic, it should interfere with the
effects of magic -- any wearing of metal should then make magic less
effective on the target.

	Moreover, even if you get around THAT problem, it's still silly.
Magic isn't electricity or light, it's MAGIC! This is stuff that can
see across planar distances, bounce you from one point to another 
instantaneously, etc., etc., etc.  Metal should have absolutely NO effect
on the essence of the Power.


                                 Sea Wasp
                                   /^\
                                   ;;;
From: v073pzuy@ubvmsb.cc.buffalo.edu (Damned for all time...)
Newsgroups: rec.games.frp.dnd
Subject: Lords of Midnight:  Archived?
Date: 5 Nov 92 19:27:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Ok, I found rec.games.frp.archives, and I tried to post to see if I could
retrieve my series-in-the-making (The Lords of Midnight, for those of you who
remember, and those of you that will wish they hadn't found out.) 

I don't think my post made it onto that board, however.  Could some kind soul
inform me as to how to retrieve the stories so they may be reviewed-edited-
continued?

I am not familiar with ftp'ing, so saying, "FTP the files from the sites,"
unfortunately, will not prove very helpful.

Thanks in advance.  More when I get back from lunch...

					---Chet Zeshonski
From: dtabb@ecst.csuchico.edu (Don Tabb)
Newsgroups: rec.games.frp.dnd
Subject: Dual class Characters??????
Date: 12 Nov 92 22:56:43 GMT
Organization: California State University, Chico
NNTP-Posting-Host: hairball.ecst.csuchico.edu



WELL, I have a second ed ad&d fighter.  I want to 
make him a mage.  I have all the correct stats.

I want to know........ What happens to my profincies?

my figher has 4 weapon and 3 non-weapon(without int)
does my mage get more 1 extra weapon and 4 more non?
OR my mage only get to use 1 of the fighter weapons 
until my mage is of a higher level?   and what about
non-weapon?  does my mage get 4 more?


I'm confussed.

Please help.

don.
Newsgroups: rec.games.frp.dnd
From: alongley@cape.UWaterloo.ca (Allan Longley)
Subject: Re: How do UNDEAD see?
Organization: University of Waterloo
Date: Fri, 13 Nov 1992 00:53:49 GMT

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

>Seems like I'm always posting to this group asking about undead...

Well, undead are an intriging part of AD&D and the hardest to rationalize
because they exceed the bounds of the natural -- ie., supernatural.

>Anyway, how do y'all handle just what undead can see? 
>In which case, they can see invisible objects people, right?

Exactly!  That is why the spell Invisibility to Undead exists.  The normal
2nd level invisibility does not work against them.

-----------------------------------------------------------------------------
Allan Longley, University of Waterloo, Department of Chemical Engineering
e-mail: alongley@cape.uwaterloo.ca
voice: (519) 885-1211			boo!
home: (519) 746-1498
-----------------------------------------------------------------------------
           "Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"              
-----------------------------------------------------------------------------
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: Rules for D&D in the Modern Day?
Date: 8 Nov 92 18:54:32 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd3.cis.pitt.edu

In article <1992Nov7.171708.16679@mnemosyne.cs.du.edu> cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
>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.

	That's The Arduin Grimoire -- the first volume in the series. I
never was quite sure what the creature was -- I think it was a giant stirge
type thing.

  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...

	The production values stem from the fact that Hargrave didn't have
much money or time in the late '70s to produce the thing at high quality.
As it stands, the quality of the AG is at least as good, probably better,
than that of the original 3 D&D booklets.

	And "LITTLE" pamphlet book? Its DIMENSIONS may be relatively 
small, but it has LOTS of pages and DAMN small print. I think there's more
text in AGI than in all three of the original D&D books.

	The firearms and such info are in the next two (of a total of
8) Arduins.

				Sea Wasp
From: n9046319@henson.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: Most powerful PC ever
Keywords: 7th?!
Date: 6 Nov 92 06:07:19 GMT
Article-I.D.: henson.1992Nov6.060719.25370
Organization: Western Washington University

kjenks@gothamcity.jsc.nasa.gov writes:

>In article <1992Nov2.220953.23488@henson.cc.wwu.edu> n9046319@henson.cc.wwu.edu (Jeremy Corley) writes:
>>	I think the highest level character I have every had was about
>>7th.  I was then swamped by politics (and enemies.)  I like retiring a
>>character after they become a hero rather than letting them die a
>>miserable death, alone several hundred feet below the ground. :)

>If the highest level character you've ever had was 7th, you're pretty
>inexperienced.   I feel that every player should have played at least
>one character in each of the four main classes from 0 XP up to name
>level (about 10th) before he can consider himself an "old hand."  And
>if you've never had a character who couldn't take on a TSR module
>single-handedly, you've never had a "powerful" character.

>But a truly powerful character in a role-playing game is one who can
>evoke real emotions in your DM and fellow players.  If you've never had
>everybody else scared for your character's life and/or soul, or
>frustrated to wordlessness, or utterly in awe, you've never had a
>powerful character.  Because power, in role-playing, is not just a
>matter of numbers and do-dads.  Power is the ability to bring grown men
>close to tears, even when -- especially when -- they know it's just a
>game.

>Fear, love, hate, friendship, greed, loyalty, shame, lust.  If you
>can't cast these spells, you're not a powerful character.  You're just
>big numbers on a piece of paper.  

>If your DM can't evoke emotions in your game, get a different DM.

>-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
>      kjenks@gothamcity.jsc.nasa.gov  (713) 483-4368

>      "Orcs dwell in places where sunlight is dim or non-existent,
>       for they hate the light.
>         -- AD&D Monster Manual 1, p. 76.

	In our campain kings started at about 9th and 10th level going to
the top at about 14th.  I am quite proud of making it to 7th and I don't
think that every character you play should make it to "kingship".  It makes
attaining that level so much more special.  I had a great time playing that
character for the two years real time I did.  That is what was important.
And yes, I did feel a little sad when I retired him.

	:) - (flame retardant smilie)

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
From: bwg6797@zeus.tamu.edu (Brad W. Goodman)
Subject: Re: Riddles
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Distribution: rec.games.frp.dnd
Date: Tue, 10 Nov 1992 00:25:00 GMT

In article <BxBDq5.7z6@undergrad.math.waterloo.edu>, prrunste@napier.uwaterloo.ca () writes...
>	Does anyone know any really challenging (or even semi-challenging)
>riddles that I can borrow for a campaign (sp?) I am currently running ?
> 
>I've read the last Dark Tower book (by Stephan King) and it has a few
>good ones but I need more...My players crave situations where they 
>must work as a team and put their heads together in order to accomplish
>their goals and I have given them a few mind benders of my own,     
>unfortunatly they have solved most of them without too much difficulty. 
>I need a fresh mind with a some original riddles
> 
>			Thanks in advance for any help...
> 
> 
>			        Kaelin Pathfinder

	Being a recent folklore student, I've run across riddles in American
culture which you might be able to adapt to your campaign.  Try looking in the
nearest library for riddle books.  With some imagination, I think you could
come up with some nasty puzzles for your players!

-Brad

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%  Brad Goodman                              bwg6797@zeus.tamu.edu   %
%                                            bwg6797@tamuts.tamu.edu %
%  "I'm not entirely sane"                                           %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Newsgroups: rec.games.frp.dnd
From: friar@spock.uucp (Tom Walcott)
Subject: Re: spells in combat
Organization: Choate Rosemary Hall
Date: Thu, 12 Nov 1992 17:38:43 GMT

In article <1992Nov11.222019.7029@organpipe.uug.arizona.edu> hansell@ellie.atmo.arizona.edu (Seth Hansell) writes:
>>In article <BxK0B2.GGF@jabba.ess.harris.com>, jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
>>|> In <1dpuodINN5q6@escargot.xx.rmit.OZ.AU> s903040@minyos.xx.rmit.oz.au (Christopher Francis Anderson) writes:
>>|> >>Like a dart is really going to hurt a troll.
>>|> >Depends. If you have Contingency "when the dart hits a troll", and a delayed
>>|> >blast Fireball, that troll is gonna be pretty screwed up, know what I mean?
>>|> Contingency only works for spells cast upon the caster. Thus range must be zero
>>|> So the above example would look more like this
>>|> I hit the troll with a dart
>>|> A Fireball blows up in my face.
>>|> Troll takes a base d2 damage and if he's more than 20 ft away no more
>>|> 	(assuming the Fireball doesn't conform to room dimensions)
>>|> Wizard takes a base 10d6 damage with a possible save
>  Well then how about using enchant an item on said dart loaded with a fireball?
>Charged item, no permanancy needed, how many do you want?  Give it a command word
>so it won't go off by mistake and POW! three fireballs a round (oh yeah, plus
>damage for the dart itself).  Better than a wand of fire.  Of course you've 
>got to hit, but . . .

   Oh, I dunno.  I think you could get within the general vicinity, and
cause SOME damage.  (Of course, without the dart damage added in, it's
practically worthless.  ;-)

Friar
-- 
    "Silence isn't golden if I'm holdin' it inside."
                           --- W. Axl Rose

friar@choate.edu
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Thu, 12 Nov 1992 11:41:49 -0500 
From: Mike Molloy <mmaq+@andrew.cmu.edu>
Subject: Re: Help! Tips Needed on Dungeon Construction

Excerpts from netnews.rec.games.frp.dnd: 10-Nov-92 Re: Help! Tips Needed
on Du.. by millerl@wharton.upenn.ed 
> In article <1992Nov10.205049.15154@u.washington.edu>,
scythe@byron.u.washingto
> n.edu (The Grim Reaper) writes:
> > In article <sezz1ty00VpO4PxFY6@andrew.cmu.edu> Mike Molloy
<mmaq+@andrew.cmu
> .edu> writes:
> >>> Also, should standard passages be 5 feet wide or 10 feet wide?  How
> >>> many people can fight abreast in a 5-foot passage, anyway?
> >>
> >>It must depend on the size of the character. For example, you could 
> >>probabally(sp?) have 5 or 6 elves fighting abreastin a 5-foot passage,

Lets see it says here I am talking about elves of size....,
oh wait a minute, I DIDNT SAY WHAT SIZE YOU IDIOT!!!!

 > >>but no more than 2 orcs.
> > 
> > Ummm..... no. No. Definitely no.  An elf is about 1.5 feet wide,

Hmmmmm, I guess every elf in the world is this big.

>  
> I get it. He is talking about Tinkerbell style elves, not about
> Glorfindel style elves. Now that I've readjusted my perceptions to match
> Senor Molloy, 

That's Senor Mordorwrath to you bub.


> it becomes obvious that maybe up to a hundred elves could
> fight effectively in a 5 foot wide corridor, though any more and the
> whole corridor would be swarming with the little suckers, just like
> locusts.
>  
> Or maybe he's talking about those annoying little red elves from the
> coastal jungles of the Sozganjio, the ones popularly known as bog
> gremlins, swamp goblins, or "those murderous midget mutant skunk
> cabbages." They're from half a foot to two feet tall, about the size of
> a cat, and probably don't mind if they whack their neighbors while going
> after a tasty adventurer, so you might be able to fit five of them in a
> five foot corridor.
>  
> In any case, the only way that Glorfindel style elves could fight five
> abreast in a five foot wide corridor would be if they were firing wands
> of magic missiles.
>  
> -- 
> whoah,
> +++++++++++++++++++++++23
> Loren Miller                           internet: MILLERL@wharton.upenn.edu
> Mediocrity is a hand rail.                         -- Baron de Montesquieu


The point is I NEVER SAID what kind of elves I was talking about!!

By the way, you talk about these tiny elves as if it were a joke that
anyone would want to deal with them. An experienced player would
know that they can make for some very strange and intruiging campaigns.

For example, my party once encountered a swarm of particularly
malicious and pesky elves which were smaller than ants.  Some of them
crawled into my archer friend's nose or ear or smething (we never found
out which).They lived parisitically (and of course reproduced) 
for a long time
until we ere on an entirely different journey when they came out while we
slept and stole all our food and potions.  


- Mordorwrath
Newsgroups: rec.games.frp.dnd