HDTenEightyP/NetNews huggingface dataset:
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Clerics:  Deities Granting Spells
Date: 10 Sep 92 11:35:17 -0500
Organization: University of Northern Iowa

In article <7c3ybj@rpi.edu>, benyob@vccnorthe.its.rpi.edu (Brett R. Benyo)
   writes:
>  For example, my favorite character ever was Sir Brega Trollsbane (nicknamed
>  Sir Can of Ale), a dwarf fighter/cleric of Tempos (God of War).  My spheres
>  were (Major) All, Combat, Protection, Divination, Elenemtal, War, Weather,
>  Healing, and Necromancy.  Minor - Plant, Astral (My DM wanted a good
>  laugh. Astral has no spells below lvl 3!)

   Course, if you use the Tome of Magic book, there are spells introduced there
belonging to the Astral sphere that are 3rd level and below (no, can't remember
off hand, but I know there are. :)

>  [...] but we decided that all
>  priests should have healing as a major sphere.

   Interesting.  I am playing in a game with a specialty priest that doesn't
have access to the Healing sphere.  Makes for interesting role-playing ("Quick,
priest, need some healing here." "I don't heal, my son." "WHAT???") and new
tactics to stay alive than 'normal' games. (Is there such a thing as a normal
game?)

>  Level 13 : Death Rage.  Gives PC bonuses to hit and damage equal to Storm
>             Giant strength. These bonuses are in addition to normal strength
>             bonuses. PC unaffected by fear or paralyzation. After the fight,
>             the PC is dead. (but ressurectable...).  I used this ability
>             twice.

   I like this ability, sounds interesting. :)

> [...] The way we handled this, is we would have the PC priest
> choose his diety's type first. Such as God of Healing, God of War, etc. Then
> the DM would make up the special abilities.

   Another good idea.  Let the players choose based on what they want to
role-play, then go into the game statistics end of it. :)

                                        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: R.J.Collingham@newcastle.ac.uk (R.J.Collingham)
Newsgroups: rec.games.frp.dnd
Subject: What are Cantrips...?
Date: 15 Sep 92 09:01:51 GMT
Organization: University of Newcastle upon Tyne, UK NE1 7RU

I played AD&D (1st ed)  about 12 years ago, but recently have started up 
again and currently use the D&D Rules Cyclopaedia. I noticed a recent post
presented some new spells for magic users and included something called
"cantrips" before 1st level spells.  I have also noticed these in the
great "net.spellbook".

Please can someone post a short article describing what cantrips are, how
often they can be used etc etc. I presume they are from AD&D 2nd Ed. and
can be used at will by a magic user, but that's only a guess. Is there
something comparable for clerics..?

Ta very much like..

Russell

--------------------------------------------------------------------
Russell J. Collingham		
Artificial Intelligence Systems Research Group
Computer Science (SECS)	
University of Durham		email: R.J.Collingham@durham.ac.uk
Stockton Road			phone: 091-374 2549 (2630 secretary)
Durham, England DH1 3LE		  fax: 091-374 3741
Newsgroups: rec.games.frp.dnd
From: akostur@fraser.sfu.ca (Andre John Kostur)
Subject: Re: PSIONICS QUESTION
Keywords: Psionics, 2nd edition, AD&D
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Wed, 16 Sep 1992 01:54:58 GMT

In article <BuIIMz.2L0@mentor.cc.purdue.edu> dart@mentor.cc.purdue.edu (Dartanyan the Witchling) writes:
>	
>	In the descriptions of the devotions, it lists mindlink as being a pre-
>requisite of each end every defense mode.  In the explanation of the terms, it says
>that the prerequisite is he other devotions or sciences that must be known in 
>order to use the science or devotion.
>	
One possible rationalization is that to improve your defense, you need 
Mindlink before you can allocate more devotion 'slots' to that defence.

>this out for sure.  Ar intellect fortress and Tower of Will supposed to have one
>or two of the attack modes' adjustments having bonuses, and they accidentally just
>
ToIR and IF are supposed to be quite powerful (and PSP draining as well).

Note that Mind Blank is free, and is the only defense that is maintainable.

      ^ 
     ' ` 
  **'   `**         Andre Kostur
 ***  _  ***
  *''***``*         akostur@sfu.ca 
   `     '
From: StarWatcher@uiuc.edu (StarWatcher)
Newsgroups: rec.games.frp.dnd
Subject: Re: Clerics:  Deities Granting Spells
Keywords: significant words from a document used as an index to content
Date: 9 Sep 92 21:15:58 GMT
Reply-To: StarWatcher@uiuc.edu
Distribution: na
Organization: Actuarial Science Program at UIUC
X-Newsreader: Tin 1.1 PL4

All this discussion on this topic lead me to think of this...

REAL MEN play dwarven fighter/(generic) clerics.
ROLEPLAYERS play specialty priests of almost unknown deities.
LOONIES play priests of silliness.
MUNCHKINS play greater deities.

--
Michael Adams (aka StarWatcher) 		"Republicans understand the
Internet:  StarWatcher@uiuc.edu			 importance of bondage between
Bitnet:    FREE1217@UIUCVMD			 parent and child."
Anonymous: wi5467@wizvax.methuen.ma.us			-- Dan Quayle
UUCP:      ...!uiucuxc!uiuc.edu!StarWatcher
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Missiles into Melee Combat
Date: 10 Sep 92 11:51:38 -0500
Organization: University of Northern Iowa

In article <1992Sep7.140245.12612@miavx1.acs.muohio.edu>,
   jddavenport@miavx1.acs.muohio.edu writes:
> A question regarding missile fire into melee combat:
> 
> In our gaming session this past week, I had occasion to throw a spear into 
> a melee between two bugbears and my fellow Cleric (yes, I play 2nd edition
> rules, but they'll always be clerics to me :)  The DM ruled that each of the
> three combatants would be given an equal chance to be the target, then a to-hit
> would be rolled (1-2 on a d6 means my compatriot would be the target, etc.).
> The party felt this was an unfair ruling, because it in effect means that
> a 20-th level fighter would hit his fellow adventurer more often than a 1st
> level mage, because the chance of aiming incorrectly was equal for both, while
> the fighter would have a vastly better chance of hitting *something*.

   Well, in my opinion, the GM was right in using this ruling of firing missile
weapons into melee.  I use the same ruling, though I certainly would have
counted the Bugbears for more than equals with the Fighter.  They are good
size!  If not 2:1 ratio, then maybe at least 3:2 (meaning, roll d4, 1-3 is one
of the Bugbears, 4 is the Fighter).

> Doesn't it make sense, tho, that someone with a THAC0 of 5 should be able to
> differentiate betwen friend and foe when he is firing once in a time frame of
> a minute?

   Well, kinda, but since the spear thrower doesn't know what the Bugbears or
the Fighter are going to do in the melee (moving, dodging, ducking, stepping
back quickly), the guess is hazardous at best.  See, if the GM treats the rule
correctly, you have an 80% chance of targetting a Bugbear.

   I myself might allow some changes for special circumstances.  Say an ESP was
running by the spear thrower.  He could probably detect actions/movements and
try and compensate, mayhaps raising that 80% number to 85 or 90%.  Some of the
Mind spells in the TOM would work great for this.

                                        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- *
*******************************************************************************
Newsgroups: rec.games.frp.dnd
From: philipd@cs.kuleuven.ac.be (Philip Dutre)
Subject: Re: What are Cantrips...?
Organization: Dept. Computerwetenschappen
Date: Tue, 15 Sep 1992 15:23:07 GMT

In article <1992Sep15.143843.20479@ncsu.edu>, mrmarcel@eos.ncsu.edu (MICHAEL RONN MARCELAIS) writes:
|> 
|> Cantrips are usually used to impress people or when some small magical effect
|> needs to be done subtely.
|> 

Exactly, and that's why in our campaign we neglect the rules regarding cantrips.
The exact effect of a cantrip is judged upon by the GM who takes into account the
originality of the cantrip, the roleplaying situation etc... A MU is also
entitled to invent cantrips on the spot.

In my view, cantrips are there to make the life of a MU somewhat more comfortable.
You just don't expect a high level mage to cast a spell to avoid getting wet
in the rain. It's like a fighter who uses his dagger in a handy way to shave
himself.

Cantrips in our campaign are therefore very original and usually don't have any
direct useful effect. 
E.g:
- avoid getting wet during rain
- move chesspieces during a game of chess without touching them
- extinguish or lit a candle by looking at it

-- 
| Phil Dutre                            Dept. Computer Science              |
| philipd@cs.kuleuven.ac.be             Katholieke Universiteit Leuven (KUL)|
| Phone: (32) 16 201015 x3094/3552      Celestijnenlaan 200A                |
| Fax:   (32) 16 205308                 B-3001 Heverlee, BELGIUM            |
From: jgostin@eternal.chi.il.us (Jeff Gostin)
Newsgroups: rec.games.frp.dnd
Subject: Van Richten's Guides/Forbidden lore
Date: 7 Sep 92 21:45:20 GMT
Organization: The little node that could...

Hi! Recently, I aqcuired the Ravenloft boxed set, and have been thoroughly
interested, to the bane of both my PBEM players (*evil grin* Not now,
perhaps not next week, but soon enough, my pritties! *smirk*) and my RL
players, in the Gothic era now. I'm considering picking up the following
goodies: 

     1. Van Richten's guide to Vamps/Ghosts
     2. Book of Forbidden Lore
     3. Menzobarranien (Drow) Boxed set

     If you know anything about any of those (their usefulness, etc.), or
other TSR-related goodies in the same flavour, please let me know! :-)

     I'm also considering picking up any ravenloft modules that have good
background material. To say I'm a dark DM is an understatement. I like to
specialize in the Drow, at the moment. I'm also looking into the Gothic
style "goodies". No, I don't torture characters, or throw female vampiric
drow clerics (*OUCH!!!*) at people, but I do know my stuff... }:-> So, any
leads on interesting modules/sourcebooks for information is appreciated!
:-)

                                   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
From: taylorr@debussy.cs.unc.edu (Russell Taylor)
Newsgroups: rec.games.frp.dnd
Subject: Re: Missiles into Melee Combat
Date: 9 Sep 92 12:57:37 GMT
Organization: The University of North Carolina at Chapel Hill

In article <8SEP199209353202@lims02.lerc.nasa.gov> spzkny@lims02.lerc.nasa.gov (JAMES ZAKANY) writes:
>I use a much simpler system.  If the attacker misses, compare his attack 
>roll against his unintended target (you may determine this by any means you 
>wish...a random roll is good).  If the failed roll is less than the 
>unintended target's ac, then said bystander is hit.
>
	I use a very similar system, but if the attack misses the primary
target then the attacker rolls a second "to hit" roll vs. the unintended
target's AC.

-- 
He who follows a path perpetuates that path.
Practice random kindness and sensless acts of beauty.
From: covin@tartarus.uchicago.edu (David Covin)
Newsgroups: rec.games.frp.dnd
Subject: Re: Adventure Modules
Date: 9 Sep 92 20:33:43 GMT
	<brian_vickers-080992102629@137.79.110.112>
	<BuAA20.ADM@news.cso.uiuc.edu>
Organization: University of Chicago Computer Science

In article <BuAA20.ADM@news.cso.uiuc.edu> rnmg1200@uxa.cso.uiuc.edu (A Lady and her Walrus) writes:

   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

Well, I don't have GDQ 1-7, and I don't know that T2-4 ever came out
individually (as opposed to in "supermodule" form); but I would have
called T1-4 a very impressive piece of work.  Not only did it contain
so many typos and typesetting errors as to be, in spots, almost
completely illegible-- it actually *added* typos and typesetting
errors not present in the original (T1) module.  Truly, a noteworthy
achievement.

I have the individual modules G1, G2, etc. through Q1; what is in the
GDQ supermodule that was not in those?

--
David Covin                           covin@despair.uchicago.edu
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: Wed, 9 Sep 1992 05:36:45 GMT

In article <18jpsdINNh7d@uniwa.uwa.edu.au> avatar@tartarus.uwa.edu.au (Shayne Macfarlane) writes:
>rnmg1200@uxa.cso.uiuc.edu (A Lady and her Walrus) writes:
>
>>In article <1992Sep7.232814.14096@techbook.com> tsouth@techbook.com (Todd South) writes:
>>>  [request for weredragon info deleted for brevity]
>>>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
>
>This is off the top of my head, but I dont remember seeing stats for a
>were-dragon in Hall of Heroes. There were stats for a dracolich though,

They're there all right; I think it's after the stats for Celemvor (sp?)
There's a section about "Lycanthropes of the Forgotten Realms" which mentions
the weredragon as a lycanthrope.  I don't think they have the stats there,
though (I designed my own version anyway, so I didn't pay much attention to
the "official" version), which is why I mentioned the Dragon magazine article,
which _did_ have an MC format version of the weredragon.

>which was redone for the Forgotten Realms Monstrous Compendium.(first
>one)
>I think there was a module published recently set in the Moonshae Isles
>- I cant remember what it was called - and this included a MC version of
>the were-dragon. Off the top of my head though, I dont think it was a
>lycanthrope.

The article in Dragon mentioned that the weredragon had appeared or was
supposed to appear in a module, so you may be correct.  Certainly sounds like
the same beastie.

>Shayne

The Walrus
From: avatar@tartarus.uwa.edu.au (Shayne Macfarlane)
Newsgroups: rec.games.frp.dnd
Subject: Re: Buying and Selling magical items
Date: 11 Sep 1992 05:19:23 GMT
Organization: The University of Westrn Australia
NNTP-Posting-Host: tartarus.uwa.edu.au

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.)

>-----------
>Barry Trottier
>e-mail:  trottibw@nextwork.rose-hulman.edu
>-----------

In the game that I had going for the start of this year, there were
shops in the major cities where mages of about 10th level had produced a
limited colection of potions and scrolls. The actual types varied from
city to city, as did the prices. The PC's never had a lot of money, so
hiring a mage to manufacture MI's for them was not neccessary.

In another game I was playing though, things got out of hand when we
played the module I?? (the one to do with the 'Day of al'Akbar').
The paladin in our group actually managed to do something that the rest
of us liked - he had a ring of genie summoning, and used the summoned
creature to transport all of the treasure in the monor treasure room to
a fairly safe place.
The end result of this was nearly 1 million gold pieces worth of various
items for us to dispose of. To our surprise, the prices of magical items
(available from a VERY powerful mages guild), seemed to rise by a factor
of about 10.
Is this fair - maybe/maybe not. Me, I wouldn't have put in so much
money, nor made every magical item in the book available from one place.
But I suppose everyone has their own preferences.

Shayne

Newsgroups: rec.games.frp.dnd
From: boyd@colonial.eecs.umich.edu (Eric Boyd)
Subject: Re: Clerics: Deities Granting Spells
Organization: University of Michigan EECS Dept., Ann Arbor, MI
Distribution: na
Date: Wed, 9 Sep 1992 19:40:08 GMT

Someone says
------------
One problem is that some of the spells are either in the wrong sphere or
should be in several spheres. Druids no longer get "Commune with Nature",
which was the v1. equivelent (for them) of the "Commune" spell.

I answer
--------

This particular bug has been fixed. The players handbook errata sheet
someone compiled from TSR is floating around in my directories and
on the net elsewhere.

Alternatively, if you check out the 2nd printing of the AD&D2 PH, many
such bugs were fixed. I believe you can identify it by the gold TSR logo
on the spine.
-- 
      o o o o o o o . . .   ________________________________ _____=======_T___
    o      _____           ||Eric L. Boyd                  | |               |
  .][__n_n_|DD[  ====_____  |boyd@colonial.eecs.umich.edu  | |(313) 936-2917 |
 >(________|__|_[_________]_|University of Michigan________|_|_______________|_
From: tsouth@techbook.com (Todd South)
Newsgroups: rec.games.frp.dnd
Subject: Need to find Were-Dragons
Date: 7 Sep 92 23:28:14 GMT
Article-I.D.: techbook.1992Sep7.232814.14096
Organization: TECHbooks --- Public Access UNIX --- (503) 220-0636

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

-- 
tsouth@techbook.COM  Public Access User --- Not affiliated with TECHbooks
Public Access UNIX and Internet at (503) 644-8135 (1200/2400, N81)
From: msh9848@hertz.njit.edu (Matthew)
Newsgroups: rec.games.frp.dnd,rec.games.frp.misc
Subject: Lycanthropes, shape changers , and werebeings.
Summary: New class or human subrace
Date: 10 Sep 92 16:01:58 GMT
Organization: Real-Time Computing Lab, NJIT, Newark, N.J.

Hello, 

	I have been thinking of creating a subrace of humans who are 
shape changers. There would be different groups of humans who would specialize
in certain animal species. They would all be from one nation whose society, 
defenses, and religion is based on this ability. 

What I would like to know is has anyone attempted this before who can give 
me some suggestions. Some things I am wondering about are : 

	1. How to balance this kind of thing with other players? 

	2. Whether or not the individual would have total control of his 
	ability or if control would increase as his/her class level increased?

	3. Whether or not to make this a simple human ability or a separate
	class?

Matt Harelick 
Newsgroups: rec.games.frp.dnd
From: Rannou@info.polymtl.ca (Patrick Rannou)
Subject: Re: What is with these Katana's?
Organization: Ecole Polytechnique de Montreal, Canada
	<1992Aug29.010817.11971@cam.compserv.utas.edu.au>
	<Bts2HB.sv@percy.rain.com> <67219@hydra.gatech.EDU>
Date: Fri, 4 Sep 1992 19:09:17 GMT

In article <67219@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:


   >>	Here's something I've been wondering about for quite some time:
   >>Why does a katana do d10 damage in AD&D?  Why is it so much better than a
   >>scimitar or even a long sword.  Don't make sense to me.

   >Because a katana is a two-handed sword!

   What, are you kidding me?!!!
   Leonardo uses one in each hand, and he's not even that big (5'4" or so).


Yeah, maybe, but he's a mutant turtle!!!

;-)


Your post is like if somebody asked very seriously if animals without wings
could fly, you answered:

"Sure, Deers can fly, 'cause I know all about Santa Claus..."


Let's try to stay a little serious here, please.

--
/---------------------------\
| Patrick "Paradak" Rannou. |
| Rannou@info.polymtl.ca    |
\---------------------------/

Newsgroups: rec.games.frp.dnd