HDTenEightyP/NetNews huggingface dataset:
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Deaths Door
Date: 30 Sep 92 14:57:19 GMT
Organization: University of Northern Iowa

In article <1992Sep30.170430.1@vx24.cc.monash.edu.au>,
   edb892rsft@vx24.cc.monash.edu.au writes:
> 
> I was just wondering what effects apply to a character to is reduced to
> a hit point total of between 0 and -9? I know that you lose 1 hp per
> round unless administed first aid or healed but how long can a person
> stay between these ranges. Also if they are healed they wake up in 1 - 6
> turns but do they suffer weakness or other ill effects?

   Well, the way I rule it, is that 0 is not unconscious, but rather extremley
weak.  You are still conscious, and can do some things, like speak, stagger at
one quarter movement rate, read a non-somantic spell, and other things.

   Fro -1 to -9 you are down and dying, losing 1 hp per round until patched up
by a friend.  This patching merely stops the blood loss, and stabalizes the
person at that negative value.  Then, for each additional round of patching
that is done, 1 hp is restored, up to 0 hp.  Patching cannot raise hp higher
than that, either natural rest or magical healing must be used from that point
onwards.

   If magical healing is used, simply add the amount of healing on to the
current total.  If this is still negative, they are stabalized at that total,
but still unconscious.

   Oh, btw, if patching is done by someone with Healing skill, the rate is 2hp
back per round of patching until 0 is reached.

> Hugh Jenkinson

                                        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: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Survival of the Trolls (was Re: Swords of Sharpness and ...)
Date: 29 Sep 92 15:13:20 -0500
Organization: University of Northern Iowa

In article <1992Sep28.212012.6975@Princeton.EDU>, tao@potato.princeton.edu
   (Terry Tao) writes:
> Brings up another interesting question.  What DOES kill trolls apart from
> fire and acid:: what about

   Well, here's my opinions on how I view trolls..

old age -- No, as old age is the dying of cells, which they could regenerate
death spells -- Yes, as most death spells snuff out the life force itself
suffocation -- Hmm, this would deprive cells of oxygen, and even though they
               could regenerate, they would die almost as quickly, and if
               kept that way for a long time, all the cells would die, so
               sure, why not.
poison -- Depends, most poisons just cause damage, which could be regenerated,
          so I would say no, not unless you have a real wicked poison of some
          sort...
freezing to death -- Nope, just would put the troll into suspended animation
psychic attacks -- Sure, the troll regenerates its body, not its mind
disease -- Doubtful.. I don't think the disease would get the chance to take
           hold, with the trolls regeneration ability
falling long distances -- Nope, that's just damage, which the troll will be
                          able to regenerate as well
petrifaction -- Nice way to hold the troll indefinitely, but won't kill it,
                unless it fails its system shock roll

                                        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: wcalderw@nmsu.EDU (CALDERWOOD)
Newsgroups: rec.games.frp.dnd
Subject: Re: Dark Sun: Wizard Biased?
Date: 28 Sep 92 01:17:35 GMT
	<Sep.26.12.15.17.1992.18824@ruhets.rutgers.edu>
Organization: New Mexico State University, Las Cruces, NM


>tony@phsbbs.princeton.nj.us (Anthony Foglia) writes:
>>I'm interested in getting Dark Sun, but have heard it is severely biased 
>>agianst wizards.  Since mages are my favorite class will I like it or 
>>will it be a waste of money?
>
>The bias against mages is that they are severely distrusted by the most liberal
>non-wizard, and despised by most others. This is because defilers (mages who
>take the quick road to power) destroy all plant life and all possibility of 
>plant life forever in an area around them when casting (although I think there
>is a 9th level priest spell to cure this). Since this can happen, people hate
>defilers, other defilers hate each-other, because it's competition for the
>plant life. The wizards who take care not to hurt the land, preservers are
>--Matthew
>
It is said that the missuse of magic has made the planet what it is today.
Though some groups try to show that not all magic is bad, it is still
felt by the populace that no magic is good magic.


Bill,
wcalderw@nmsu.edu
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: Sowrds of Sharpness and Incredible Constitution
Keywords: sharpness
Date: 1 Oct 92 03:03:23 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd2.cis.pitt.edu

In article <1992Sep30.235736.15092@aio.jsc.nasa.gov> kjenks@gothamcity.jsc.nasa.gov writes:
>I strongly recommend that your DM give limited charges to the
>"sharpness effect" (possibly without telling the PC).  This is a potent
>weapon, and it will defeat the strongest opponents at the most
>inopportune time, plot-wise.  Weapons like this (sharpness, vorpal,
>wounding, answering, etc.) are only found on VERY high level characters
>and are frequently aligned to the most inconvenient alignment
>possible.

	Why do you place the weapon there at all then? No PC in their
right mind will use a weapon that is that nastily aligned, and that 
hurts them. Every PC in my campaigns that I can remember -- whether
one I was playing in or one I was running -- automatically tossed 
away or destroyed anything like that.

	And limited charges on such things... come on. If you don't want
the players to have it, don't give it to them. It's that simple. If
I put a Vorpal weapon or one of sharpness in a place where a character
will get it, then that's my intent. I'm not going to sleaze around
and make it a semi-vorpal charged item. I mean, really, that would make
the thing weaker than a moderately well charged wand. 


                                 Sea Wasp
                                   /^\
                                   ;;;
From: mperry@waikato.ac.nz
Newsgroups: rec.games.frp.dnd
Subject: Re: Trolls' regeneration
Date: 2 Oct 92 12:38:26 +1200
Organization: University of Waikato, Hamilton, New Zealand

In article <1992Oct1.140342.5870@msuinfo.cl.msu.edu>, luhmann@cps.msu.edu (Patrick J Luhmann) writes:
 
>      Actually, the Monster Manual(1st ed) puts no restriction on the number of
> trolls that can form from the "parent" troll, or on what size a piece needs
> to be to form a new troll.  However, in actual play, I would definatley put
> some kind of limit on this (it would amount to whatever seems best for that
> particular situation).
> 
> Example:  If my main NPC bad-guy is in trouble (the PC's are knocking on the
> door of his lair) and he needs some quick protection, I might have him slice
> and dice his troll in order to form a small force to stop the PCs.  As in
> any situation, the ruling would be whatever makes the game fun and interesting
> (for both the players and me :)  ).

Why stop there.

Player swings sword and cuts troll in half.
Player now faces two trolls of half strength (add both trolls regeneration, so
					     they are more than half strength).
From: dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun)
Subject: Re: Critical Hits
Organization: University of Illinois at Urbana
Date: Mon, 5 Oct 1992 20:03:55 GMT
Keywords: critical hits

tao@ginger.princeton.edu (Terry Tao) writes:

>Priests may be better hand-to-hand fighters, but rogues are better at backstabbing
>and hitting all these sensitive areas.

Again, they are betting at doing it with surprise..and remember, backstabs
are a game balance thing. Let's face it, who do you really want taking
a surprise swing at you, a thief or a trained warrior? Think about it.
The only reason they get the backstab is so they aren't totally useless
in combat.

Axly

Newsgroups: rec.games.frp.dnd
From: mrmarcel@eos.ncsu.edu (MICHAEL RONN MARCELAIS)
Subject: Re: Trolls' regeneration
Organization: North Carolina State University
Date: Tue, 6 Oct 1992 00:56:40 GMT

All right, I'll byte:

In article <Bvo9Lp.CHx@watserv1.uwaterloo.ca>, alongley@cape.UWaterloo.ca (Allan Longley) writes:
|> 
|> Trolls as "living" creatures has always been a good argument point for AD&D'rs.
|> Here's a few questions;
|> 
|> 	Is a troll alive?

Of course its alive.  It eats, grows, excretes, etc.  (don't have a bio book
with me that lists all those criteria) but they are alive.


|> 	Are they immortal (they shouldn't age thanks to regeneration)?

They can be killed, but they shouldn't have any inate lifespan due to
regeneration.


|> 	How do they reproduce?

Because they are immortal, I shouldn't think that they need to reproduce.  If
they did, it's probably by fission.  (Cut a troll in half *boom* you have two
trolls!)

|> 	Are their different genders?

No.  See reproduction.
|> 	What/where exactly is the mind of a troll (recall; each part can
|> 		move &  fight independantly)?

The mind (or lack thereof) is stored in the DNA of each cell.  Just as reflex
reactions and innate abilities can be preformed in humans when cut off from
the brain (like the knee jerk reaction) all/most of a troll's fighting and
hostility come from the individual tissues.


|> 	Do they have any preditors (ie., is their flesh ettable)?

I would say their flesh is edible (and the stomach acid would keep them from
regenerating in the stomach) but who would want to eat them.

|> 	Is a troll regenerated from a finger a new troll?

If you give it enough time and keep away from fire/acid.

|> 
|> So ... 
|> 
|> -----------------------------------------------------------------------------
|> Allan Longley, University of Waterloo, Department of Chemical Engineering
|> e-mail: alongley@cape.uwaterloo.ca
|> voice: (519) 885-1211 x3816		Funny you mention this...
|> home: (519) 746-5747
|> ------------------------------------------------------------------------------
-- 

+-------------------------------------+------------------------------+
|  Mike Marcelais                     | mrmarcel@eos.ncsu.edu        |
|  356 Tucker, Box 04783, NCSU        | Fourth Bryan Productions     |
|  Raleigh, NC  27607                 | #include <disclaim.h>        |
+-------------------------------------+------------------------------+
| if the above address bounces, then try the address below:          |
| mrmarcel%eos.ncsu.edu@ncsuvx.ncsu.edu                              |
+--------------------------------------------------------------------+
Newsgroups: rec.games.frp.dnd
From: akostur@fraser.sfu.ca (Andre John Kostur)
Subject: Re: Dual Classing
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Thu, 1 Oct 1992 06:58:40 GMT


My $0.02 worth on this topic :

Proficiencies :
  Player may use old profs. with no penalties.
  Player does not gain any new profs. from changing over.
  Player does not gain any new profs. due to level until the new
    class' level exceeds the old class'

Weapons :
  If the weapon is part of the new class' set, use with no penalty
    (ex. The fighter with specialization in the staff changing to mage)
  May not use specialist adjustments, or are using the old class' tricks
    and therfore XP deduction.
  If the weapon is not part of the new class' set, use results in 
    XP deduction (ex. The aforementioned fighter using a sword as a mage)

      ^ 
     ' ` 
  **'   `**         Andre Kostur
 ***  _  ***
  *''***``*         akostur@sfu.ca 
   `     '
From: slip@sage.cc.purdue.edu (Doolie)
Newsgroups: rec.games.frp.dnd
Subject: Re: Intelligent opponents (was Re: Lich & Demi-Lich...)
Summary: Can liches not LOOK like liches?
Date: 7 Oct 92 03:07:46 GMT
Organization: Purdue University Computing Center

>In article <1992Oct5.120254.13349@miavx1.acs.muohio.edu> gajensen@miavx1.acs.muohio.edu writes:
>>The commotion about a lich is the fact that not only is it an undead monster,
>>(and yes, it is the single most powerful undead), it used to be at least an
>>arch-mage. To top it off, it still has _all_ of the powers it possessed as an
>>arch-mage, plus a few bonuses. Not losing con points for casting permanency and
>>not having to worry about aging for the casting of wish are the two that come
>>to mind most easily. If you also consider that the lich has had _lots_ of time
>>to prepare his defenses, they are untouchable.
>>
>>Greg Jensen

All this talk about liches started me wondering. Does a Lich have to LOOK
like a lich?  I mean, couldnt they simply put a permanent change self on
themselves to look alive?.  This way, they could look like a livng human,
smell like a human, feel like a human, but still be a lich.

WHoops.. I mean ALTER self- the 2nd level alteration spell.


-- 
* Gordon Emore	          *   <Place nifty quote here>      *
* slip@sage.cc.purdue.edu *   < Or maybe not >              *
From: luhmann@cps.msu.edu (Patrick J Luhmann)
Newsgroups: rec.games.frp.dnd
Subject: Re: Trolls' regeneration
Date: 1 Oct 92 14:09:21 GMT
Reply-To: luhmann@calcite.cps.msu.edu.cps.msu.edu (Patrick J Luhmann)
Organization: Dept. of Computer Science, Michigan State University
Originator: luhmann@calcite.cps.msu.edu

In article <1992Sep29.153816.7177@iscsvax.uni.edu> boelter3945@iscsvax.uni.edu writes:
>In article <1992Sep29.143424.14615@msuinfo.cl.msu.edu>, luhmann@cps.msu.edu
>   (Patrick J Luhmann) writes:
>> In article <COVIN.92Sep28173905@despair.cs.uchicago.edu>
>>   covin@tartarus.uchicago.edu (David Covin) writes:
>> 
>>>If you think trolls are neat, you should look at the Runequest monster,
>>>the "walktapus" (like an octopus, but it walks on land...).  It
>>>regenerates, much like a troll-- but pieces cut off a walktapus
>>>regenerate into *new* walktapi of their own.  
>>>
>> Trolls do this also.  Any limb that is severed will try to reconnect with
>> its troll, but if it is unable to, it forms a new troll.
>
>   *blink*  They do?  Since when?  I've never used this rule.  I've always run
>trolls that the separated part will either work its way back to re-attach
>itself, or if this doesn't happen over a certain time period, the smaller part
>will shrivel and die, while the larger part will grow a 'replacement'.
>
>> This brings up another question:  How much do trolls eat?  If enough food
>> is around powerful evil leaders could create quite an army by capturing a
>> few trolls and then "breeding" them.
>
>   This is why I use the above ruling.. You could just lop off the troll's
>fingers, put each one in an enclosed area, and let them grow.  Nasty..
>
>   As to how much they eat, considering their size, I'd say twice as much as a
>normal human would, and they probably aren't as picky as to what they eat,
>though I'm sure meat is preferred. :-)
>
>                                        John "Nightwind" Boelter
>

     Hmmm... if I were a lowly goblinoid in some wizard's army, and I knew that
he had a force of trolls to feed, I wouldn't be feeling too secure.

     The state of the meat probably doesn't matter, so as long as your trolls
are victorious, the battlefield should provide ample food (although this might
have an effect on your other troops.)


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+  "Is it a hand on your shoulder   +  Pat                          +
+   From the Lord above             +  luhmann@atlantic.cps.msu.edu +
+   Or the Devil himself            +                               +
+   Come to give you a shove?"      +    "Life is easier if         +
+              --  "Fates Warning"  +     you embrace death"        +
+                    Iron Maiden    +                 --  Me        +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Newsgroups: rec.games.frp.dnd
From: edb892rsft@vx24.cc.monash.edu.au
Subject: Deaths Door
Organization: Computer Centre, Monash University, Australia
Date: Wed, 30 Sep 1992 07:04:30 GMT


I was just wondering what effects apply to a character to is reduced to
a hit point total of between 0 and -9? I know that you lose 1 hp per
round unless administed first aid or healed but how long can a person
stay between these ranges. Also if they are healed they wake up in 1 - 6
turns but do they suffer weakness or other ill effects?

I just wanted to get a range of opinions on the matter as this sort of
situation crops in my campaigns from time to time especially at low
levels and the the standard PC reaction is to bind the wounds of the
character at Death Doors, thus stabilising them and then wait for the
Cleric or Healer of the party to wait, rest and get good old cure light
wounds etc to save day thus the time the stricten character is in a coma
is about 4 - 5 hours?


-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-
Hugh Jenkinson
Monash University
Edb892rsft@vx24.cc.monash.edu.au

-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


Newsgroups: rec.games.frp.dnd
From: tao@potato.princeton.edu (Terry Tao)
Subject: Re: Dual Classing
Originator: news@nimaster
Organization: Princeton University
Date: Thu, 1 Oct 1992 18:40:21 GMT

In article <1992Oct1.065840.28061@sfu.ca>, akostur@fraser.sfu.ca (Andre John Kostur) writes:
|> 
|> My $0.02 worth on this topic :
|> 
|> Proficiencies :
|>   Player may use old profs. with no penalties.
|>   Player does not gain any new profs. from changing over.
|>   Player does not gain any new profs. due to level until the new
|>     class' level exceeds the old class'
|> 
|> Weapons :
|>   If the weapon is part of the new class' set, use with no penalty
|>     (ex. The fighter with specialization in the staff changing to mage)
|>   May not use specialist adjustments, or are using the old class' tricks
|>     and therfore XP deduction.
|>   If the weapon is not part of the new class' set, use results in 
|>     XP deduction (ex. The aforementioned fighter using a sword as a mage)
|> 
|>  

I make one small change:

any proficiency learned in the previous class that would require one more slot
to learn in the new class can still be used and improved on, but using it will
forfeit the XP.  However, another slot spent on the proficiency (let's learn
Endurance the wizard's way!) will negate this problem (this requires some book-
keeping, but hey, this guy is dual class).

Anotherr possibility: instead of forfeiting XP, the XP goes into the old class's
tally.  However, the old class cannot gain levels (e.g. a third level fighter who
changed into a mage may clock over 8000 XP and not gain a level).  Both classes
are available when the second class's XP exceeds the first.  Then levels can be
learnt.
Newsgroups: rec.games.frp.dnd
From: mage@en.ecn.purdue.edu (Mage)
Subject: Ad&d 2nd Edition Unofficial E-mail Magazine
Followup-To: vincent@cn.ecn.purdue.edu
Keywords: Ad&d, Magazine
Organization: Purdue University Engineering Computer Network
Distribution: na
Date: Mon, 5 Oct 92 04:54:02 GMT

The following is a proposal, 
I am interested in running a unofficial 2nd edition Ad&d magazine
Here is the idea, I would like to get a group od editors to help
me deliver a magazine via E-mail to any subsribers interested, of
course this is going to take some time from the editors, but I 
believe we will by using the newsgroup for a weekly general posting
recieve enough outside input that our jobs wil mostly be editing
files into a format and choosing which articles to keep.  I am 
at this time taking a list of those interested in assisting in this
task, each editor will be given a seperate area ie, new class of the
week, general answers to common ad&d questions, all types of things
If you are interested in this please e-mail me at the address as 
follows.

vincent@cn.ecn.purdue.edu

and we'll see if there is enough interest to warrant my proposal.

Tony aka mage
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Sowrds of Sharpness and Incredible Constitution
Date: 28 Sep 92 16:42:43 CST
Organization: Stephen F. Austin State University

In article <6383@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
> In article <1992Sep27.201930.1215@ccsvax.sfasu.edu> z_copeab@ccsvax.sfasu.edu writes:
>>In article <1992Sep27.233456.10325@beaver.cs.washington.edu>, guido@cs.washington.edu (Guido Hunt) writes:
>>>[sword of sharpness question deleted]
>>
>>	First, the DM should be shot for letting you get away with reading
>>up on the stats of a magic item you found, and then not nailing you for it.
> 
> 	Uhn? So, shoot me. I own DMG, PH, and I run games. If I play in
> a game and you describe an item, chances are I know it without even reaching
> for the book.

	Forgot to put a '...' at the end of that line (its like a half-smiley
for me).

	I don't like players who get a magic item, then read up on it, or use
knowledge the PCs *shouldn't* have. In my campaigns, if a PC gets their hand on
a magic item that he shouldn't know anything about, and hasn't paid mucho bucks
to a mage or sage to find out what it does, but starts using it like a familiar
book, I *will* nail them for it, usually in changing the abilities of the item,
and slipping in nasty side effects, the nastiness being proportional to the
power of the item.

Brandon Cope

Newsgroups: rec.games.frp.dnd
From: alongley@cape.UWaterloo.ca (Allan Longley)
Subject: Re: Trolls' regeneration
Organization: University of Waterloo
Date: Mon, 5 Oct 1992 23:37:00 GMT

In article <1992Oct1.021926.11573@tolten.puc.cl> ocooper@malloco.ing.puc.cl (ocooper) writes:
>: 
>:*blink*  They do?  Since when?  I've never used this rule.  I've always run
>:trolls that the separated part will either work its way back to re-attach
>:itself, or if this doesn't happen over a certain time period, the smaller part
>:will shrivel and die, while the larger part will grow a 'replacement'.
>
>my troll also work this way, but i've always asked how does any part know if 
>it's the greatest or not, (suddenly the finger of the troll realizes the head
>has been burned and he is the lasgest part of the troll, so he begins to
>regenerate :)

Trolls as "living" creatures has always been a good argument point for AD&D'rs.
Here's a few questions;

	Is a troll alive?
	Are they immortal (they shouldn't age thanks to regeneration)?
	How do they reproduce?
	Are their different genders?
	What/where exactly is the mind of a troll (recall; each part can
		move &  fight independantly)?
	Do they have any preditors (ie., is their flesh ettable)?
	Is a troll regenerated from a finger a new troll?

So ... 

-----------------------------------------------------------------------------
Allan Longley, University of Waterloo, Department of Chemical Engineering
e-mail: alongley@cape.uwaterloo.ca
voice: (519) 885-1211 x3816		Funny you mention this...
home: (519) 746-5747
------------------------------------------------------------------------------