HDTenEightyP/NetNews huggingface dataset:
From: mowen@nyx.cs.du.edu (Guinny)
Subject: Re: Elves and Munckinism.
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: Fri, 11 Sep 92 06:30:29 GMT

In article <menery.715432085@de3a1066a.osd.mil> menery@de3a1066a.osd.mil (Ristonofer) writes:
>Personally, I have changed quite a bit about Elves in my own game, and will
>only allow a player that has demostrated the ability to understand how to fit
>the character into my Elves' world-view to play one.  If anyone is interested
>in the changes I have made to the Elves, I'll be happy to forward it along.

	Please, please, please post it!  My favourite game system
is Warhammer Fantasy Role-Play, but Elves in it have huge advantages 
ver *all* the other races by having much higher stats to begin with.
Anything which could be used to balance this out would be more than
welcome.

>Ristonofer

	Guinny
--
			  |  In the beginning, the universe was created.
	Guinny		  |  This had made a lot of people very angry and
			  |  has been widely regarded as a bad Move.
   			  |				       TRATEOTU
From: drool@retreat.Bah.Rochester.NY.US (Paul Coene)
Newsgroups: rec.games.frp.dnd
Subject: Wanted: Layout of large boat (fresh water lake)
Followup-To: rec.games.frp.dnd
Distribution: world
Reply-To: drool@retreat.Bah.Rochester.NY.US
Keywords: wanted, water, boat, ship
Date: 6 Sep 92 20:58:00 EST
Organization: Not an Organization

I am seeking the layout of a medium/large boat/ship that would be
appropriate for a fresh water lake.  I need this for an 
underwater adventure I am writing (yep, the ship will be sunk).

										<: Drool :>

ARPA: drool@retreat.Bah.Rochester.NY.US   UUCP: kodak!bisco!retreat!drool
Newsgroups: rec.games.frp.dnd
From: rnmg1200@uxa.cso.uiuc.edu (A Lady and her Walrus)
Subject: Re: Adventure Modules
Organization: University of Illinois at Urbana
Date: Tue, 8 Sep 1992 23:46:47 GMT

In article <brian_vickers-080992102629@137.79.110.112> brian_vickers@isd.jpl.nasa.gov (Brian Vickers) writes:
>In article <Bu707x.3u0@news.cso.uiuc.edu>, rnmg1200@uxa.cso.uiuc.edu (A
>Lady and her Walrus) wrote:
>I believe "Queen of the Demonweb Pits" was the sequel to 
>> "Scourge of the Slavelords" but I don't remember how they tied in with "Temple
>> of Elemental Evil" offhand.
>> 
>> The Walrus
>
>You probably can't remember because they don't tie together at all (plot
>wise that is). T1-4 has plot ties to Q1 which has plot ties to G1-3 & D1-3.
>The only reasons to run A1-4 immediately after T1-4 are: 1) the characters
>should be of appropriate level, and 2) the geographic locations are not too
>distant.

I finally found my copy of GDQ 1-7, and read the plot summation.  It occurs
before T 1-4 (at least, according to standard T$R policy) and after A 1-4.
Included in the module is a connecting adventure/encounter between the two.
Also, according to the background of T 1-4, it was Iuz' urgings that set Lolth
against Oerth as she did in the first place; so there are connections there
plotwise, but not directly (in terms of the characters going from one module
to the other; you could take characters who've finished GDQ through T 1-4, but
why?).  What I was referring to was the connecting encounter in GDQ which
connects it to A 1-4, the collected module.  In it, the slavers send a group
of drow and assorted others to wipe out the party as revenge for foiling
their operation.  The party then learns of their connection to the drow, and
the module continues apace.  

So, in your listing above, I would include 3) because the DM feels like it
(which should be understood, but I thought it merited repeating :)), and
4) because of the connecting thread that was provided by TSR.

Side note:  I am referring to the collected modules of all three of these,
which were known as "supermodules" when they came out, in case you don't
own/know of them; I don't have A 1-4, but I did get T 1-4 and GDQ 1-7 (a much
more impressive piece of work, IMO, than the originals).  The connecting
sequences between GDQ and A 1-4 only appear in these modules, and the 
background connection between GDQ and T 1-4 is superficial at best and only
mentioned once in the background summary of T 1-4.

The Walrus
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: Missiles into Melee Combat
Reply-To: j_herlih@oz.plymouth.edu (Axl)
Organization: Plymouth State College - Plymouth, N.H.
Date: Mon, 7 Sep 92 23:48:52 GMT


Keep in mind that chars involved in a melee combat will not be totally
stationary during the fight.  They would be most likely to be moving
around, trying to get a better advantage over the opponent, etc...  So
there would be a kinda high chance that your ally moved into your line
of fire just as you let the spear fly.

-Axl
From: baem@cbnewsh.cb.att.com (brian.ae.meekings)
Newsgroups: rec.games.frp.dnd
Subject: D&D Rules Cyclopedia. Any good?
Keywords: Rules Cyclopedia
Date: 14 Sep 92 18:28:53 GMT
Organization: AT&T


My son describes himself as an "experienced AD&D player" - I'm
posting this request for him.

Apparently a book has been issued recently called "D&D Rules
Cyclopedia". He'd like to know if it's worth buying, to try
D&D for a while instead of AD&D (he's still at High School, and
on a limited budget, so he doesn't want to waste money if the
rules are "antiquated and don't work").
He lives in England, btw, if it makes any difference.

Respond to the newsgroup if the topic is of general interest
(I'll read it for a week or two), otherwise via e-mail.

Thanks,
Brian A.E. Meekings baem@mink.att.com
Middletown NJ
From: st1lv@rosie.uh.edu (McLeod, Stephen)
Newsgroups: rec.games.frp.dnd
Subject: Re: D&D Rules Cyclopedia. Any good?
Keywords: Rules Cyclopedia
Date: 15 Sep 92 15:57:00 GMT
Organization: University of Houston
News-Software: VAX/VMS VNEWS 1.41

In article <1992Sep14.182853.22419@cbnewsh.cb.att.com>, baem@cbnewsh.cb.att.com (brian.ae.meekings) writes...
> 
>My son describes himself as an "experienced AD&D player" - I'm
>posting this request for him.
> 
>Apparently a book has been issued recently called "D&D Rules
>Cyclopedia". He'd like to know if it's worth buying, to try
>D&D for a while instead of AD&D (he's still at High School, and
>on a limited budget, so he doesn't want to waste money if the
>rules are "antiquated and don't work").
>He lives in England, btw, if it makes any difference.
> 
>Respond to the newsgroup if the topic is of general interest
>(I'll read it for a week or two), otherwise via e-mail.

I have played D&D for about 7 years now (ADND three years before that and
"original DnD (three book set) back to 1977.

I found ADnD's complexity just got in the way of having any fun.  The problem
with the 'new' DnD was that it was so friggin expensive (75 bucks for the 
five sets).  Of course that is still a lot less than the 100-200 bucks you
can spend on ADnD plus all books plus all character kits.

My current campaign has run for one year and three months, using the DnD 
Cyclopedia.  It is inexpensive and, after a year, it is still comprehensive.
It is all you need to buy to play DnD.  Like ADnD it lacks any kind of decent
movement system so you will have to brew your own if you want to use minifigs.

My group were all ADnD or novice players when we started and no one has missed
anything from the ADnD system.  I think your son could run an enjoyable game
using this system.  The only thing I have modified is the weapon proficiency
(I lowered the damage). 

However, it is my impression that DnD is not as common in England any more and
that Warhammer 40k has become the 'local' game.  Perhaps I am mistaken.

Hope this helps
---
Stephen McLeod
The Eternal? Student
Newsgroups: rec.games.frp.dnd
From: laruedm@ucsu.Colorado.EDU (David Larue)
Subject: Re: Lycanthropes, shape changers , and werebeings.
Organization: University of Colorado, Boulder
Date: Mon, 14 Sep 1992 13:37:56 GMT

[long discussion about shape-changing people deleted]

Seems to me there's a homeade class allready designed for this...called a
Shifter I believe.  It had everything the second guy was suggesting, plus a
few things...Quite an interesting class.  It was posted on r.g.f.archives
or r.g.f.dnd sometime about a month ago - anyone have it?  I regrettably
lost mine to deeply-nested directorys and monthly unused file purges...

-= Justin =-

Xref: sparky rec.games.frp.dnd:3504 rec.games.frp.misc:5058 rec.games.frp.marketplace:522
From: jgostin@eternal.chi.il.us (Jeff Gostin)
Newsgroups: rec.games.frp.dnd,rec.games.frp.misc,rec.games.frp.marketplace
Subject: Wanted: Dragon #114 (October 1986)
Date: 6 Sep 92 05:06:40 GMT
Organization: The little node that could...

Hi! I'm interested in acquiring Dragon #114 (October 1986). If you have a
copy that you'd like to sell, please contact me via email. I'm offering
$6.00 including shipping (cover is $3.50), but that is negotiable.

                              Jeff

...From a tiny little node called Eternal!
--
    /|Email  to:   jgostin@eternal.chi.il.us, offline@infopls.chi.il.us
   / |Smail  to:   Jeff Gostin, 917 High Ridge Pass, Carol Stream IL 60188
   \ |Vmail  to:   708-293-5526
    \|Flames to:   trashcan@eternal.chi.il.us
Newsgroups: rec.games.frp.dnd
From: rnmg1200@uxa.cso.uiuc.edu (A Lady and her Walrus)
Subject: Re: Need to find Were-Dragons
Organization: University of Illinois at Urbana
Date: Tue, 8 Sep 1992 23:28:04 GMT

In article <1992Sep7.232814.14096@techbook.com> tsouth@techbook.com (Todd South) writes:
>I'm in desperate need of locating the Monstrous Compendium sheet
>for Were-Dragons.  I know I've seen the thing somewhere, whether
>in a module or something.  But, I've just looked through all of the
>Monstrous Compendiums and the Complete Plaer and Forgotten Realms
>handbooks to no avail.  Please! If you've seen this enter pass
>along the whereabouts ASAP!  Thanks...!
>
>Todd South

I assume you're talking about the Ed Greenwood/Forgotten Realms weredragons.
There were actually two sets of stats for them.  One appeared in Hall of Heroes
and the other in Dragon magazine c. the 110-120's. It was in one of their
annual "all-dragon" issues that they used to do (and perhaps still do; I've
not been keeping up with it lately).  The two versions differed in that
the Hall of Heroes weredragon was an actual lycanthrope, created during the
Time of Troubles, and the Dragon mag. weredragon was a dragon that had two 
forms:  Dragon and human.  The Dragon magazine version was the only one to 
print it in MC form, though.  Hall of Heroes gave only a brief description and
general stats (HD, #AT, and Dmg, I think).

The Walrus
From: rparker@wpi.WPI.EDU (Richard E Parker)
Newsgroups: rec.games.frp.dnd
Subject: Re: Buying and Selling magical items
Keywords: Item Commissioning
Date: 13 Sep 92 17:05:52 GMT
Organization: Worcester Polytechnic Institute
NNTP-Posting-Host: wpi.wpi.edu


	Something I found to be infinitely more satisfying than having magic
"stores" or having the players have to find EVERYTHING they ever have, is to
let them commission magic items.  Magic Items have to be made somewhere by
somebody, so I let the characters spend their hard-earned cash on magic if
they really have to have it.  One of my players and I came up with a really
good system for making swords and armors and such things that seems to work
for us.  It's possible for an exceptionally rich character to have nasty
weapons made up to +3, but they go practically bankrupt to do it.  Only really
wealthy kingdoms can afford much beyond that.  I find it to be more
satisfying to have something made to MY specifications than to just find a
+3 vorpal sword.  



							A. Paladin
From: StarWatcher@uiuc.edu (StarWatcher)
Subject: Net.Spell.Books
X-Newsreader: Tin 1.1 PL4
Reply-To: StarWatcher@uiuc.edu
Organization: Actuarial Science Program at UIUC
Date: Sat, 5 Sep 1992 16:56:12 GMT
Keywords: significant words from a document used as an index to content

What ever happened to the "Net.Spell.Books" ?  I know they used to be
on tybalt before The Accident, but now I don't seem to be able to
track them down through archie.

If anyone out there knows of an anonymous ftp site that still has them,
could you drop me a line, or (alternatively) could someone post
them to r.g.f.archives?

Thanks!

--
Michael Adams (aka StarWatcher)            "A converted cannibal is one who,
StarWatcher@uiuc.edu (NeXT & internet)      on Friday, eats only fishermen."
wi.5467@wizvax.methuen.ma.us (anonymous)             -- Emily Lotney
FREE1217@UIUCVMD.bitnet (bitnet)
Newsgroups: rec.games.frp.dnd
Subject: Re: Clerics:  Deities Granting Spells
From: alvalent@husc9.harvard.edu (Alvin Valentine)
Date: 11 Sep 92 19:30:20 EDT
Organization: Harvard University Science Center

Matt Cole writes: 
I believe a very simple solution to your problem lies the 2nd Ed.
            text 'Legends & Lore'. The statistics that are given for the gods
            of each pantheon, which range from Greater power to Hero, offers
            an excellent choice for all campaigns. The stats also provide
            information for Priests and the like.
            I've used the book for many campaigns, and have found the
            information it contains extremely useful.
                                   - Matt Coles

Sorry, Matt, but that was the book I have the most problems with.  CPH
allows for no difference in abilities between different priesthoods.  Deities..
Allows for great differences, but a priest of a lowly demi-god is weaker
and has the same XP requirements as a priest of a greater power.  I suggested
an Xp requirement based on the powers of the priesthood system.
Ryan Workman and I are hammering away on the project behind the scenes
as well as coming up with rules for other issues.


Later,
 
Lee Valentine
From: ads3@po.CWRU.Edu (Andrew D. Shults)
Newsgroups: rec.games.frp.dnd
Subject: Re: AD&D2 prof.  Natural Lang.
Date: 15 Sep 1992 03:18:47 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ads3@po.CWRU.Edu (Andrew D. Shults)
NNTP-Posting-Host: slc12.ins.cwru.edu


In a previous article, tdl59123@uxa.cso.uiuc.edu (Taetlichkeiten der Lachen) says:

>This is a polite post because I don't want my new DM to think I'm 
>a rules lawyer.                            ^^^^^^^^^
                                            Who, me? :-)

>Under AD&D2, a character does NOT have to buy their native language.
>Refer to page 16 of PHB.   Last sentence of blue box:
>"The character never needs to any proficiency slots to speak his
>native language." 

     I know that the rules say that.  Honestly, I think that just doesn't
make any sense at all.  If you look at the intelligence chart (also p. 16)
it has a 1 in the # of Languages column all the way down to an Int of 2.
When using the "languages = extra nonweapon proficiencies" optional rule,
this means that even a character with an Int of 2 gets a bonus nonweapon
proficiency.  I can't see giving a character with a score of 2 a bonus
_anything_.
     In my own mind, I figure the chart and the rule you mentioned were
one of those things prepared independently without thinking about how the
two worked together.  To fix this, I ruled that the native tongue requires
a proficiency slot.  Thus, a character of Int 2 would spend that "bonus"
slot on speaking common.  An alternate solution would be to keep the rule,
but reduce every number in the # of Lang. column by one.  Either way the
result is the same.
     IMHO, this is one problem that belongs on a TSR eratta sheet
somewhere.  This is a problem a lot of people miss, because almost
no one looks at ability scores below 7 or 8.

   ---Andrew
Newsgroups: rec.games.frp.dnd
From: msawyer@mael.soest.hawaii.edu (Michael Sawyer)
Subject: Re: What are Cantrips...?
Organization: School of Ocean and Earth Science and Technology
Date: Wed, 16 Sep 1992 01:01:58 GMT

To give an example of about the limits of what a cantrip could do, I
can give a short example I used as a illusionist (who was somewhat of
a joker).

We were in a building of some sort, and just KNEW that there was
something hidden somewhere in the building.  Well, we had probably
spent about 1 to 2 hours real time looking through the building trying
to find what we were looking for when my character decided we just
weren't going to find anything, and was tired of looking.

There is a cantrip called "2-D illusion" (or some alternate spelling)
which I happened to have "memorized" for that day (we used a house
rule that you could memorize I think 2 cantrips to replace a 1'st
level spell).  This spell generated a absolutly flat illusion, so that
if you look at it from the side, it doesn't look right.

Well, I slipped a note to the GM letting him know that I had cast an
illusion of a door on a wall while nobody was looking.  Well, the
group KNEW the door was hidden before, so spend a few moments looking
for traps around the door, then reached out to push it opened.
Another quick note and the door slid to one side right in front of
their eyes.  It didn't take all that long for someone to attempt to
disbelieve, and nobody was too upset (it didn't take much time, or
hurt anyone).

That's about the level of cantrips; for the most part, they are
harmless (they cannot under any condition interrupt someone from
casting, for instance), but can serve as good distractions from the
main interest if used well.
-- 
Michael Sawyer		msawyer@mael.soest.hawaii.edu
University of Hawaii Physical Oceanography/Satellite Remote Sensing
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Buying and Selling magical items
Date: 11 Sep 92 10:58:08 -0500
Organization: University of Northern Iowa

In article <1992Sep10.193422.16909@cs.rose-hulman.edu>, 
   trottibw@NeXTwork.Rose-Hulman.Edu (Barry W Trottier) writes:
> 
> 	I bought the Magical Items Index this summer and it created a  
> tremendous lust to turn gold into magic for my PCs.  I let them buy only  
> low power non-permanent items at first (like potions), but eventually, I  
> found myself agreeing to sell powerful things.
> 	The reason that I allowed myself to do this was because I thought  
> that since any fairly powerful mage could make an item, then that mage  
> could be contracted to produce the item as well.
> 	So, I would make them roleplay out the purchases and in time, they  
> would have their magic item.
> 
> 	I was just wondering if anyone has some thoughts on the subject.
> (I am sure that this has been said before, but if it was, I missed it.)

   Well, I personally don't use the idea of being able to buy or purchase
magical items, but here are my thoughts on the matter.

   Basically, if you requires the PCs to role-play out the entire purchase,
including finding a mage who can make the item you want, meeting with hir
(might be busy after all), meeting hir price (which may be more than just
money, like favors, other magic items for the mage to study..), and such, then
I don't see much of a problem with that.

   I would consider what it takes to make some things, like using Permanancy on
some items.  Mages probably don't have that great a CON to begin with, so their
'price' might be a little bit higher... :-)

   Just my $0.02 worth.

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* The individual who said we only use 10%  * The first 90% of a task takes    *
* of our brain's mental capacity, was      * 90% of the time, and the last    *
* probably 90% incorrect.                  * 10% takes the other 90%.         *
*            -Unknown comic on A&E-        *   -99 rule of Project Schedules- *
*******************************************************************************
From: acadams@afterlife.ncsc.mil (Arthur C. Adams)
Newsgroups: rec.games.frp.dnd
Subject: Re: Familiars and their offspring...
Date: 10 Sep 92 10:32:03 GMT
Organization: The Great Beyond

In article <1992Sep9.134718.10658@astroatc.uucp> weeks@astroatc.uucp (Pat Weeks) writes:
>	What if your familiar had an offspring?  Would they be more intelligent,
>would they have any link to the mage, what if you had a male and female cat
>familiar and they bred together.  Any interesting effects??  Are familiars
>sterile and/or impotent due to their status? 

If we wanted to be realistic, I'd say no. But, this is _fantasy_!

The mage might have some link to the babies, particularly if his
familiar was the mother. This wouldn't be anywhere near the link
that exists with the original familiar, probably just a mild empathy.
This might get intertesting, especially if the mage doesn't know
the link is there. ("Curses, why am I hungry? I just ate. Hmmm, 
forgot to feed the kittens.")

If both critters are familiars, you could get an interesting 
scenario by having the offspring be hyper-intelligent, maybe even
demonic. Particularly when the original fasmiliar try to talk their
respective mages out of harming the kid. 
-- 
The world is not analog. The world is digital,
with an incredible number of bits.
Arthur C. Adams (not the comic-book artist)                        <fnord>
E-Mail acadams@afterlife.ncsc.mil
From: alvalent@husc9.harvard.edu (Alvin Valentine)
Newsgroups: rec.games.frp.dnd
Subject: Re: Clerics:  Deities Granting Spells
Date: 7 Sep 92 21:03:22 GMT
Organization: Harvard University Science Center


Brett Benyo suggests that we make all gods the same power level.  Effectively,
the CPH tries to make all priesthoods equal.  This is in some ways fine,
and in other ways not very attractive.  Making all the gods the same power 
doesn't do much for me.  I think most pantheons have someone quite a bit more
powerful in legend than the rest of the pantheon.  Also kinda kills the 
separation of HERO, DEMIGOD, LESSER GOD, GREATER GOD.  I think that's a 
pretty important distinction in many mileu (though not necessarily in yours).
If making all the gods the same power level worked for you, then I smile for
you  :) .  For me that just won't do.  Very simple solution, though, admittedly
but I'm looking for a bit more substantial one.

Any other ideas, Brett?  Anyone else?

 
Later,
 
Lee Valentine
From: brian_vickers@isd.jpl.nasa.gov (Brian Vickers)
Newsgroups: rec.games.frp.dnd
Subject: Re: Adventure Modules
Date: 9 Sep 92 23:42:35 GMT
Followup-To: rec.games.frp.dnd
Organization: Jet Propulsion Laboratory

[Lots of deleted stuff]

I've always felt that the ultimate Greyhawk campaign would be the sequence
of T1-4, A1-4, S1-4, and GDQ1-7. Granted there may be some time altering
here, but it would sure be fun to play!

(BTW, thanks, Walrus, for taking the time to look that up!)

-- Brian
brian_vickers@isd.jpl.nasa.gov
Newsgroups: rec.games.frp.dnd
From: becherer@suna7.cs.uiuc.edu (Max Becherer)
Subject: Magic Items, Spells and Creatures
Summary: I would like to exchange ideas.
Keywords: Magic Spell Creature Critter Monster Item
Organization: University of Illinois at Urbana-Champaign
Date: Mon, 14 Sep 1992 18:30:26 GMT

        I have designed many spells, items and creatures for AD&D which I
use in my campaign.  If anyone is interested in having copies of my creations,
I would be happy to E-Mail them to you.  I'd also like to see what you have comeup with.  Please drop me a line at  becherer@cs.uiuc.edu

       Max Becherer, University of Illinois, Urbana-Champaign.
Newsgroups: rec.games.frp.dnd