HDTenEightyP/NetNews huggingface dataset:
From: gelinas@CAM.ORG (Daniel Gelinas)
Newsgroups: rec.games.frp.dnd
Subject: Re: Proposed Law school of magic.(goes with new class)
Date: 4 Jan 93 02:32:53 GMT
Organization: Communications Accessibles Montreal, Quebec Canada

tony@phsbbs.princeton.nj.us (Anthony Foglia) writes:

>> In article <Bzyrry.Bs@CAM.ORG>, gelinas@CAM.ORG (Daniel Gelinas) writes:
>> |> [...]
>> |> Proposed School of LAW

>Is this school located on the same chart as the normal schools (conj., 
>enchant., innov., etc.) or is it located on a whole new system (like the 
>elemental schools are)?  If it is part of the old system, where would it 
>be located?  If it is on a new system, doesn't that imply a school of 
>chaos?

This school was specially designed by me, for my class.  Techinically it
is part of the new system, but there is a hitch.  (so far as I know) My
guys are the only ones who recognize this school.  It is similar to the
elemental schools, in that they are not actually new schools, but rather
new classiffications of pre-existing spells.

>Why can't a mage specialize in this school?  He wouldn't gain the 
>polymorph and other benefits but...

I have no problem if you(as a DM, or as a player) wish to use this school.
Of course, if you do specialize, you would need a school of chaos.  Addition
ally, a specialized mage would obviously not be part of my new class.  But
at this time, I personally do not need a school of chaos.  If you would like
me to make one, just let me know and I will be happy to create this school's
opposite.  Bear in mind though, that I have specific criteria when creating
a school.  Actually, I think it would be fun to make a chaos school.  The
reason my class cannot specialize is because only single classed mages can
specialize in a school of magic.  There is no precedent to a class being
able to specialize in a school.  


Oh well, if you want a copy just write me another message.

NOTE: I took the polymorph out, and am now looking for a new ability to
replace it, as there was too much opposition to the polymorph.

>I'm just curious.  I'm not trying to destroy the class before it's born.

I appreciate any comments, questions, or ideas that can be offered.
Newsgroups: rec.games.frp.dnd
From: mortoj@rs6402.ecs.rpi.edu (Jeffrey Robert Morton)
Subject: Re: Broken Weapons & Arrows
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Mon, 11 Jan 1993 16:21:37 GMT

In article <1993Jan11.060046.12843@lclark.edu> ross@lclark.edu (Anthony Ross) writes:
>	2. I read in some novel about coasting an arrow with magnesium
>	so that when you fired it in the dark, it'd be like a flare.
>	Can any chemistry majors tell me if this is possible?

This was from _Legacy_ (Salvatore's new novel).  The dwarves, when going against
the drow force, used magnesium arrowheads.  Magnesium burns at a high
temperature, and is extremely bright.  I think Salvatore said they worked like
"tracers", which is a type of round used by the military.  It gives off a bright
light as it travels, illuminating a large area.  
This use would be quite possible, especially for dwarves.

It appeared, however, that the lit arrows shot into darkness globes dispelled
the darkness.  (several were shot at a drow in the ceiling, illuminating two 
other drow)  I may have misread this part, so correct me if I'm wrong here.  
Any comments on lit magnesium counteracting the effects of a darkness spell?
I personally would rule against it.

-- 
-----------------------------------------------------------------------------
     "For every darkness there is a light, for every dusk, a dawn."
                                                     --uncertain
-----------------------------------------------------------------------------
From: melchar@shakala.com (Barbara Haddad)
Newsgroups: rec.games.frp.dnd
Subject: Re: Cursed Items - Why?
Keywords: magic items, cursed items, wizards
Date: 9 Jan 93 04:00:29 GMT
Organization: Shakala BBS (ClanZen Radio Network) Sunnyvale, CA 408-734-2289

> 	But...that's pretty rare. More often the function of cursed
> items in most published scenarios is to have them mixed in with the
> hoard just discovered by the adventurers just to add a little danger
> or whatever.  What sort of mega-wizard would sit aruond for weeks
> wasting time and resources constructing items he can chuck in his 
> vault on the off-chance that some persky PCs are going to kill him
> and access his vault? The wizard would have to be rather unstable for
> him/her to do so. I don't see how any dying wizard would gain satisfaction
> from this arrangement.
> 
> 	Anyway, enough rambling....let the replies (and flames I'm sure 
> ;-) begin).

        Evil mages.  Lichs.  Vampire mages.  Demons.  Anyone who wants to 
(A) seduce people to evils; (B) kill good aligned folks; (C) just hurt - 
maim - kill folks for fun...................

------------------------------------------------------------------
Barbara Haddad  - melchar@shakala.com 
Shakala BBS (ClanZen Radio Network) Sunnyvale, CA 408-734-2289
From: chuahl@ocf.berkeley.edu (Chua HakLien)
Newsgroups: rec.games.frp.dnd
Subject: The Complete Book of Elves
Date: 6 Jan 93 22:32:16 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: sandstorm.berkeley.edu

It's out. Any out there bought it yet? Opinions?

Chua
+==+
Newsgroups: rec.games.frp.dnd
From: jdelisle@udel.edu (J. G. Delisle)
Subject: Re: Walking Bandages
Summary: Avoiding this common cleric player's pitfall
News-Software: VAX/VMS VNEWS 1.41    
Organization: Boyz from the Dwarf
Date: Tue, 5 Jan 1993 15:55:00 GMT

In article <1ib3lbINNba9@charnel.ecst.csuchico.edu>, pkralik@ecst.csuchico.edu (Wintermute) writes...
>Greetings!
> 
>	I am in the process of creating a campaign, and as I was thinking of
>what I did and didn't like about AD&D, I reached this dilemma...
> 
>I often play Clerics, and it seems that every time I do, I wind up in the 
>position of being viewed as the party's walking first aid kit.  I find that
>I am unable to be very creative with my PC's spell selection.  Anytime I take
>a non-healing spell, i.e. one i would like to experiment with, and we come 
>across a combat situation, I feel a little guilty about not having that extra
>CLW for the front line fighters, etc.  I was wondering how, as a dm, I could
>help to prevent this from happening to PC Clerics.  I really hate to limit
>the combat encounters because of a lack of clerics, but if I don't, and there 
>aren't enough clerics, the players get upset about having to trek back and 
>forth to find a church, healer, etc.  I really enjoy playing clerics, but I 

	OK, here's my 2 platinum pieces...

1. Get rid of general clerics, and have only specialty priests. Then be very
   selective about what spheres are given out (not every god/goddess would
   have the healing and necromancy spheres).

2. Use a spell point type system for clerics. The cleric (or priest!) could
   have quite a few different spells per level available, and wouldn't need
   to dedicate him/herself to Cure X Wounds before combat even began.

3. Give other classes healing abilites. Let rangers have access to the healing
   sphere. Give mages a few ___minor___ curative spells (like a "Cure Wounds"
   that's second level, and restores a whole 1-6 hit points). Spread the 
   responsibility around.

4. Give the group a few days to rest, so they can heal naturally (especially
   if the cleric has herbalism and healing).

5. Give out (or let inventive PCs make) low level curative type potions. Maybe
   they only work once per day, and only cure 1-3 hit points. Not unbalancing,
   but it gives the cleric a break.

6. If the priest is of a god of healing, give him/her the granted power of
   being able to heal wounds (small amounts) several times a day. The priest
   wouldn't have to waste spells on healing.


	Joe Delisle

+----------------------------------------------------------------------------+
| From the terminal of Joe Delisle      |                                    |
| jdelisle@loyola.edu  (preferred)      |    "Home is where the hell is."    |
| jdelisle@cs.loyola.edu                |                                    |
|              "I was up above it, but now I'm down in it"                   |
+----------------------------------------------------------------------------+
Newsgroups: rec.games.frp.dnd
From: foxx@foxxjac.b17a.ingr.com (AJ Foxx)
Subject: Re: Walking Bandages
Reply-To: foxx@foxxjac.b17a.ingr.com
Organization: "n.  A group united by a common interest or goal"
Date: Tue, 5 Jan 1993 19:32:50 GMT


pkralik@ecst.csuchico.edu (Wintermute) writes:
|> Greetings!
|> 
|> 	I am in the process of creating a campaign, and as I was thinking of
|> what I did and didn't like about AD&D, I reached this dilemma...
|> 
|> I often play Clerics, and it seems that every time I do, I wind up in the 
|> position of being viewed as the party's walking first aid kit.  I find that
|> I am unable to be very creative with my PC's spell selection.  Anytime I take
|> a non-healing spell, i.e. one i would like to experiment with, and we come 
|> across a combat situation, I feel a little guilty about not having that extra
|> CLW for the front line fighters, etc.  I was wondering how, as a dm, I could
|> help to prevent this from happening to PC Clerics.  I really hate to limit
|> the combat encounters because of a lack of clerics, but if I don't, and there 
|> aren't enough clerics, the players get upset about having to trek back and 
|> forth to find a church, healer, etc.  I really enjoy playing clerics, but I 
|> just feel that it would be more enjoyable if there were more, i dunno, maybe
|> freedom in the spells I could take.  There has to be more to being a cleric
|> than cleansing wounds and curing diseases.  I have been toying with the idea
|> of using a system whereby the Cleric would get "faith points" for various 
|> activities of a "true clerical" nature.  I think that this might help to 
|> emphasize the other aspects of being a cleric. 


One method is to allow clerics to ask for spells (prayers) on the
spot rather than prepicking them.  As DM, respond either to say
that the spell did occur or not.  The cleric's faith is judged at
each request.  With this method, spell use inappropriate to the 
cleric's god won't occur.  Furthermore, the cleric's actions are 
quick to impact his abilities.  Aside from that, a cleric can (rarely) 
request divine aid/illumination by asking for a prayer and letting
the DM (in the role of the granting god) choose the most appropriate
spell.

You could consider "free" training by giving all clerics automatic
non-weapon proficiencies in healing and herbalism.
Newsgroups: rec.games.frp.dnd
From: dagolden@phoenix.Princeton.EDU (David Alexandre Golden)
Subject: Re: Walking Bandages
Originator: news@nimaster
Organization: Princeton University
Date: Tue, 5 Jan 1993 22:07:17 GMT

One helpful idea is to make the "healing" proficiency (2 ed) a general 
proficiency (and maybe even make it cost just one slot).  This way there
can be several people who can "medic".  Note that another reasonable 
adjustment is to allow healing prof. up to X minutes (5 or 10) after the
wound is inflicted.  (Realistic anyway.)  This creates a nice emphasis on
fight, then bind up wounds and tend to the hurt, and THEN go around searching
for loot.  To really skew things a bit, healing prof. could heal more
damage (1-6 or 1-8).  I know this seems to make CLW kind of useless, but
healing prof works once, and CLW can work several times.  (I mean, if you
cut yourself slightly, put a bandaid on... you really don't need stitches,
i.e. magic, for smaller wounds).  And allows healing prof then CLW rather
than CLW twice.  Also, let healing prof. give back more points during rest.

From mostly non-magical campaigns--
-- 
David A. Golden '95           (dagolden@phoenix.princeton.edu)
Princeton University
Newsgroups: rec.games.frp.dnd
From: wilder@nx02.mik.uky.edu (jeff wilder)
Subject: Re: D&D and Christianity
    <1993Jan4.235036.16677@cs.kuleuven.ac.be> <wilder.726203310@mik.uky.edu> 
    <1993Jan6.024325.3732@mailer.cc.fsu.edu>
Organization: University Of Kentucky, Dept. of Math Sciences
X-Path: nx02.mik.uky.edu!wilder
Date: Wed, 6 Jan 1993 04:40:14 GMT

In <1993Jan6.024325.3732@mailer.cc.fsu.edu> kdelgado@loligo.cc.fsu.edu (Kevin Delgado) writes:

I wrote:

|><shrug>  My DM for the first 5 years of my gaming experience, and
|>a continuing friend and GenCon travelling companion, is an ordained
|>Southern Baptist minister.  He is also an extremely intelligent guy,
|>thus capable of recognizing the difference between reality and fantasy.
|>
|>I volunteer this information (though I am a confirmed agnostic, and
|                                             ^^^^^^^^^^^^^^^^^^

|Isn't that sort of an oxymoron? :)

Oh, not at all.  I breathe! :-)
--
==============================================================================
| Jeff W  uk06666@ukpr.uky.edu | Meddle not in the affairs of cats, for they |
| Wilder  & wilder@mik.uky.edu | are subtle, and will piss on your cyberdeck.|
==============================================================================
Newsgroups: rec.games.frp.dnd
From: bdavis@decsun3.cray.com (Brent Davis  {67000 CF/DEV})
Subject: Re: Cursed Items - Why?
Keywords: magic items, cursed items, wizards
Organization: Cray Research Inc., Chippewa Falls, WI
Date: 12 Jan 93 04:37:29 CST

   In the campaigns I have run, I typically don't give out many cursed
items, but when I do, I explain them thusly:

   Most cursed items are created accidently by mages/priests/alchemists/etc.
   attempting to create a useful item.  Something went awry during the
   manufacturing process and the cursed item was the result.

   A few items were purposely created by NPC's.  These items survive long
   after their original makers/intents have vanished.

   Rare, extremely powerful cursed items were created by gods/demons/etc.


Brent
--
bdavis@cray.com
Cray Research, Inc.
Chippewa Falls, WI
From: loren@wmkt.wharton.upenn.edu (Loren Miller)
Newsgroups: rec.games.frp.dnd
Subject: net.monster.manual on rec.games.frp.archives
Date: 12 Jan 93 17:15:50 GMT
Organization: Wharton Marketing

I posted a zoo'd, uuencoded copy of the net.ad&d.monster.manual on 
rec.games.frp.archives. If you want it, get it there. I didn't do the actual 
compilation, but am reposting something that was posted to rec.games.frp 
back when that was the only roleplaying discussion group.


--
+++++++++++++++++++++++23
Loren Miller              LOREN@wmkt.wharton.upenn.edu
Time am I, wreaker of the world's destruction, matured, grimly
resolved here to swallow up the worlds.             -- Krishna
Newsgroups: rec.games.frp.dnd
From: zmueller@utkvx2.utk.edu (Wilhelm Mueller)
Subject: Re: Broken Weapons & Arrows
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Tennessee Computing Center
Date: Mon, 11 Jan 1993 17:22:00 GMT

In article <k2+3tmj@rpi.edu>, mortoj@rs6402.ecs.rpi.edu (Jeffrey Robert Morton) writes...
>In article <1993Jan11.060046.12843@lclark.edu> ross@lclark.edu (Anthony Ross) writes:
>>	2. I read in some novel about coasting an arrow with magnesium
>>	so that when you fired it in the dark, it'd be like a flare.
>>	Can any chemistry majors tell me if this is possible?
> 

Magnesium would not get hot enough to burn unless it was lit before it was
shot.  I don't know if a standard torch-like flame would be hot enough to light
magnesium though.  I have seen magnesium ribbon lit by a bunsen burner, but
these are certainly hotter than a standard torch or lantern flame.

It would be impressive (or frightening if your on the receiving end) to see a
score of lit magnesium arrows flying through a dark sky.

	---Wilhelm!
Newsgroups: rec.games.frp.dnd
From: cbnorman@undergrad.math.waterloo.edu (Bruce Norman)
Subject: Abyss
Organization: University of Waterloo
Date: Wed, 6 Jan 1993 20:20:16 GMT

If someone would send me the net-address for the representative of
"Abyss Magazine" I would appreciate it.

-- 
   cbnorman@undergrad.math.uwaterloo.ca           /|                          
          fidonet 1:221/279.5                 \`o.@'   Ack! Ack! Thbbbpppt!    
 "Fighting the restriction of personal        =(___)=                          
 freedom by the illogical morals of others       U     "Bill and Opus in '92"
From: lum@cs.tu-berlin.de (Lutz Hofmann)
Newsgroups: rec.games.frp.dnd
Subject: Re: Cursed Items - Why?
Date: 8 Jan 1993 11:54:26 GMT
Organization: Technical University of Berlin, Germany
NNTP-Posting-Host: quatar.cs.tu-berlin.de
MIME-Version: 1.0
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: 8bit

ross@lclark.edu (Anthony Ross) writes:
> 	OK, given the amount of time, effort, money, etc... needed
> to contruct a magical item, why would a mage be making a cursed one?

For use in traps. These items are not cursed but have detrimental
effects on the user. Take potion of delusion: is it a potion with
dispel magic on? Rope of entanglement: For a fast way to catch some
(lethally) wanted fugitive. Mirror of Opposition: a trap. Girdle of
fem/masc: A Mage was frustrated with her gender. 

Yours Sincerely   Lutz Hofmann
                  lum@cs.tu-berlin.de

-- 
Ob. Disc: Dies ist kein Flame.   ---   This is no flame.
Organization: University of Maine System
Date: Monday, 11 Jan 1993 14:49:12 EST
From: The illustrius Pat Ellis (the DM) <IO11330@MAINE.MAINE.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Re: Spelljammer's in, Greyhawk's out! (Was Re: T$R dropping Spelljamme
 <1993Jan10.193615.4494@athena.mit.edu> <1ipvp8INNpfl@shelley.u.washington.edu>

Well here's my .02$ regarding Greyhawk:  It was written by Gary Gygax, and
ignoring everyone's opinions regarding Mr. Gygax, I think it is safe to
say that TSR wants absolutely no association with him. Thus you see most
of the products that carry his name being slowly discontinued or rewritten.
(as in the from the Ashes boxed set, I can't even see Gary's name in the
credits and most of the stuff is from the first edition...????)  That's my
opinion, and I think that if you look at the catalogue (sorry the latest
I have is 92) the only products that are still printed with his name
are T1-4, and Greyhawk, Greyhawk will soon be out of print i'm sure, and
T 1-4 will sure to follow.   IMHO........

               Pat Ellis
                     THE DM

 P.S.  could someone with the 93 catalogue E-mail me the names of the
new products that are coming out for Greyhawk?  I would really apreciate it,
          thanks....


Newsgroups: rec.games.frp.dnd
From: kjenks@gothamcity.jsc.nasa.gov
Subject: Re: Walking Bandages
Originator: kjenks@gothamcity
Keywords: researched healing spells
Organization: NASA/JSC/GM2, Space Shuttle Program Office
Date: Tue, 5 Jan 1993 16:53:30 GMT

In article <1ib3lbINNba9@charnel.ecst.csuchico.edu> pkralik@ecst.csuchico.edu (Wintermute) writes:
> [...]  I find that I am unable to be very creative with my PC's spell
> selection.  Anytime I take a non-healing spell, i.e. one i would like
> to experiment with, and we come across a combat situation, I feel a
> little guilty about not having that extra CLW for the front line
> fighters, etc.

You might try researching a second-level Cure Moderate Wounds (2d4+1)
spell and a third-level Cure Medium Wounds (3d4+2) spell.  This gives
the clerics more flexibility and allows them to choose different first
level spells without feeling guilty.  You should adjust the hit point
range for your campaign -- everyone feels a little different about
this point.

From actual play testing, "Lay Hands" (cures 2 HP/level) seems to be
about 5th level.  So a "Minor Lay Hands" (1 HP/level) would be about 3rd.
A "Cure Distant Wounds" (cures 1d8 HP, 3" range) is about 3rd level.

You could also try some clerical meta-magic, like Rary's Mnemonic
Enhancer, to increase the number of first level spells at the cost
of a fourth level spell.

As with any researched spell, the spell level depends on the power
level you, as DM, assign to each class.  If you want clerics to be
wimpy, adjust spell levels up.

Good luck, and please let us know how it goes!

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

      The company stood rooted to the ground in terror.
      The creature was about fifty feet tall, with wide
      lapels, long dangling participles, and a pronounced
      gazetteer.
        "Aiyee!" shouted Legolam.  "A Thesaurus!"
        "Maim!" roared the monster.  "Mutilate, mangle,
      crush.  See HARM."
        "Quick," cried Goodgulf.  "Into the cavern!"
         -- "Bored of the Rings," National Lampoon, (c) 1969
Newsgroups: rec.games.frp.dnd
From: bryan@stiatl.salestech.com (Bryan Donaldson)
Subject: Re: Walking Bandages
Organization: Sales Technologies, Inc.
Date: Fri, 08 Jan 1993 16:57:08 GMT

cwatters@magnus.acs.ohio-state.edu (Coyt D Watters) writes:

>In article <C0Gv5L.5zq@sdf.lonestar.org> davebeck@sdf.lonestar.org (Dave Beck) writes:
>>One other thing you might try is increasing the curative powers like this:
>>   The minimum curing a cleric does is his level, ie a 2nd level cleric
>>casting a Cure Light Wounds rolls d8 and counts a 1 as a 2, etc.  An 8th
>>or higher level cleric would always cure 8 points.

>How about this:

>CLW is always fully effective (i.e. 8 points), but it costs in spell "slots"
>depending on the target:

>Worships same diety 			= 1 slot	(as default)
>Woships different   			= 2 slots
>Each step of alignment difference	= 1/step
>(lawful <-> chaotic 2 steps,
> good <-> evil 2 steps)
[examples deleted]
>Of course, this smacks of spellpoints.

Perhap you could try this, which does not reek so strongly of spellpoints.

Adjust the dice or damage healed based on the religion of the target.
Same religion +4 per die, same alignment +3 per die, 1 off alignment +2,
same basic bent, (lawful, or good if priest is LG.) +1 , all others
at normal.  

Or, same religion d12, same alignment d10, 1 off  d8, same bent d6, all
others d4.

That would remove the spellpoint problem.
-- 
Bryan Donaldson                    bryan@stiatl.salestech.com 
Sales Technologies, Inc            
3399 Peachtree Rd, NE               If one is born into an era of decadence,
Atlanta, GA  (404) 841-4000         one may as well enjoy it while it lasts.
From: chad@ithil.enet.dec.com (Chad Leigh)
Newsgroups: rec.games.frp.dnd
Subject: to Bobby Curtis (bc@pdscb.b24a.ingr.com)
Date: 8 Jan 93 14:56:56 GMT
Reply-To: chad@ithil.enet.dec.com
Organization: Digital Equipment Corporation, Munich Germany


--

Mail to you bounces with too many hops/service not
available.  Can you mail me?
Maybe a better address?

Thanks
Chad
chad@ithil.enet.dec.com
-------------------------------------------------------
Chad Leigh                         | I don't speak
Digital Equipment GmbH             | for DEC and they
Munich, Germany			   | don't speak
Originally from Pepperell, MA, USA | for me
-------------------------------------------------------
Newsgroups: rec.games.frp.marketplace
From: kurgan@spock.uucp (Andrew Twyman)
Subject: Wanted: Oriental Adventures
Organization: Choate Rosemary Hall
Date: Mon, 4 Jan 1993 17:04:25 GMT

Does anyone have the Oriental Adventures book for AD&D, I can't seem to find it
anywhere because no-one is selling first Edition books and there's no second
Edition equivelant (is there?).  E-mail me if you have one and would like to
sell it.  I'd also be interested in any other related materials that you might
have, as I've been considering running an Oriental campaign.  Thanx.
					-Andrew Twyman
-- 
-------------------------------------------------------------------------------
|  -"I have something to say.  It's better to burn out, than to fade away!"-  |
|                          -* THERE CAN BE ONLY ONE *-                        |
kurgan@choate.edu--------------------------------------------------------------
Newsgroups: rec.games.frp.marketplace