HDTenEightyP/NetNews huggingface dataset:
From: ted4646@rigel.tamu.edu (cartoon boy)
Newsgroups: rec.games.frp.dnd
Subject: Re: New XP System for 1st Ed. AD&D?
Date: 11 Dec 1992 14:01 CST
Organization: Texas A&M University, Academic Computing Services
Distribution: world
NNTP-Posting-Host: rigel.tamu.edu
News-Software: VAX/VMS VNEWS 1.41    

In article <1992Dec9.211307.10711@galileo.cc.rochester.edu>, thpr_ss@uhura.cc.rochester.edu (Thomas Parker) writes...
>In <1g5j0jINNon6@matt.ksu.ksu.edu> reddrgon@matt.ksu.ksu.edu (Red Dragon the True) writes:
> 
>>kinsler@physics.uq.oz.au (Paul Kinsler) writes:
> 
>>>In article <1992Dec4.105242.1@cmcvx1.claremont.edu>, dballew@cmcvx1.claremont.edu writes:
>>>|> Note:  I am using a friend's account to post this question.  Please
>>>|> direct comments to glockwood.claremont.edu.
>>>|> 
>>>|>      Does anyone out there have an alternative method of calculating
>>>|> Experience Points for 1st edition AD&D?  [...]
> 
>>>I think my DM just makes up numbers that he likes whenever we complain that
>>>we haven't had the exp for the last gaming session.
> 
>For those that don't just arbitrarily assign numbers, does anyone
>give xp by actual hours played, like in some other game systems
>If so, how much?
>And do you balance it with the normal system, or use it alone (so
>the players have no great incentive to hack and slash or have
>a Monty Haul campaugn but rather to 
>ROLE-PLAY
>(They are role-playing games, after all)
> 
>Tom Parker

Tom here brings up one of the things that was changed/added on to AD&D 2ed.
experience rules that was a house rule of mine since my high school days, 
namely:  The Roleplaying Bonus.  In the 2ed DMG, under the experience section
is an optional rule (I think it is called "Individual Experience Points").
These xp guidelines went something like:
player roleplayed pc well		100-200 xp
player came up with good idea		50-100 xp
player came up with good idea 
	that saved party		100+ xp
player encouraged other players 
	to participate			50+ xp

The topics on the right were the topics listed in the DMG2, the scores on the
left were my own ranges, but i think they are very close to the DMG's. 


just a few random thoughts from thomas, aka ted4646@rigel.tamu.edu

"Y'know Batman...maybe you ought to think about toning that constume
down a little.  I mean, it's so dark, so...so grim, like."
				-General Glory


Newsgroups: rec.games.frp.dnd
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Subject: Re: how to imprison a psionicist ?
Keywords: ectoplasmic form
Organization: Harris Corporation - ISD
Date: Tue, 15 Dec 1992 20:43:50 GMT


Who cares how to imprison a Psionicist.  If he's the only person who escaped
the story goes on with out him.  He's finished.  Sooner or later he'll get
a reputation for leaving his fellow adventures behind and then no one will
go out with him.

Yea Psionicist are rediculous characters.  They can do anything, especially
in a Powergamers hands.  But that doesn't mean everyone has to stoop to his
level.

We had a party with one psionicist powergamer in it.  It got real old
when we had to stop for him to recoup his lost PSP's.  Soon he was walking
around with the rest of us letting us do our thing.  When we got captured
by the villians, he escaped.  He teleported some 100 miles away!  The story
went on without him.  He either had to come back and save us! (Which he really
couldn't because we were gaurded) or build a new character.

The point I'm trying to make is, he may be tough to capture and hold.
But so what, if it's critical that he be held to the story line then let
the Player build a new character.  If not then just make sure the game
doesn't revolve around that one character.  When he is drained of PSP's
don't stop if everyone else is still charged up.  The guy needs to share
a little of the game time for those who specialize in doing things.

A Rogue for scouting, picking locks, back stabbing.
A Warrior for hand to hand combat, protecting frailer individuals
A Mage for massive offensive power, tricks, misc things
A Priest for curing, defense, and protection

A Psionicist shouldn't replace one of these roles, he should augment them.

Joe Carl
--
Joe Carl Jr.               "It ain't what a man don't know that makes him a
jcarl@jabba.ess.harris.com   fool, but what he does know that ain't so."
                                                           -- Josh Billings
Newsgroups: rec.games.frp.dnd
From: dave@admiral.uucp (Dave Litchman)
Subject: Re: 2ed class questions
Organization: The Admiral's Unix System & The Grid BBS
Date: Sat, 12 Dec 1992 07:21:05 GMT

In article <1992Dec10.203446.5015@mnemosyne.cs.du.edu> pachang@nyx.cs.du.edu (Peter Chang) writes:
>I have a question to those of you who like to follow the rules as closely
>by the book as possible, or at least can come up with logical solutions
>to problems with rules.  They are as follows...
>
>1).  The PHB says on page 23. that humans can attain any level of ANY class.
>and that this is a limiting factor of other races...Yet the book also says
>that Humans are NOT allowed to be multi-class (p.44) I personally was always
>under the impression that Humans could be anything...And some character
>generators out there allow Multi-Class humans...Is this a error on my part
>as well as some other players?  or do some people just allow humans to 
>be multi-class

The rules officially state that humans may not be multi-classed. If anyone
allows human multi-classing in their game, well, then that's their choice.
Not much the people at TSR can do about it. The rules do, however, allow 
humans to dual-class, which is similar to, but not exactly like multi-classing.

>
>2).  If a multi-class character has one class that has a limiting factor
>(ie. thieves can not be lawful good) then can a fighter/thief be lawful
>good?

No, if only because a fighter/thief would not be Lawful good. "Hey, I'd really
like to steal that guy's purse, but that would be against the law... I'm so
confused..."

>
>3).  Why can't a character of a certain race be a multi-class character
>with any two classes selectable if the character were single class?
>(ie.  an elf can be a cleric. an elf can be a fighter, why can't an elf
>be a fighter/cleric?)

'Cause TSR sez so. Seriously though, you can make up just about any
justification for this rule that you want to. For instance, Clerics must be
completely devoted to their god. Fighters must be completely devoted to their
fighting. They're not compatible...


-- 
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore
Newsgroups: rec.games.frp.dnd
From: tfpayn01@ulkyvx.louisville.edu
Subject: Re: how to imprison a psionicist ?
Date: Wed, 16 Dec 1992 17:41:45 GMT
Organization: University of Louisville

In article <1992Dec14.195419.23643@ncsu.edu>, cobra@garfield.catt.ncsu.edu (Brian Dunphy) writes:
> In article <1gia2fINNco0@life.ai.mit.edu> adair@hal.gnu.ai.mit.edu (Jonathan Edward Adair) writes:
>>The point is, what can a psionicist pass himself/herself off as,
>>other than a mage?  A (wink-wink) armorless fighter?  At best,
>>maybe a thief.  [Note: maybe psionicists can wear armor. ours
>>never did, and I never bothered to read the handbook, much less
>>line TSR's pockets for it.]
> 
> That's a good question.  We had a psionicist try and pass himself off as
> an archer.  But when we noticed that that he couldn't hit the broad side
> of a bran from 15 feet away, we didn't believe it any more.  We even had
> one fight, where he was shooting at peoples, and a mage came and took his
> bow from him, and shoot it for him, and even did better than th psi-archer
> did (Mage got lucky rolls.  But the psi-guy still was terrible).  What can
> a psi-guy hide as?  Why is he hdiing, anyway?
> 
> briand.
> 
> 
	How can a psi-hed hide his abilities?  Every time he attempts to use a
power, he does something fancy with some materials he brings with him, or
murmurs some mumbo-jumbo, and Voilla!  He's a mage or a cleric, depending on
what he wants to be seen as!

	It will work.  I've seen it used in books and in some RPGs before.

	Think of the charalatan, who knows he's psionically capable, but runs
across some backwoods town that's mighty suspicious of 'strangers'.  Now, if
your guy goes around controlling people/objects without making any gestures, or
reciting anything, or burning a pigeon's toe, they'll see him as a monster or
some kinda freak, and run 'm and the party out of town, or kill 'm!

	Just a thought...

-- 

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
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// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.dnd
Subject: Re: Ideas for gaming
Date: 17 Dec 92 10:40:56 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <1992Dec17.050221.12694@eng.umd.edu>, gerry@eng.umd.edu (Gerald Emil Shukert) writes:
|> 
|> Does anyone have any good answers for coming up with fun and
|> challenging adventures for DND?  I know alot were talking about high
|> level DMing, but I am more interested in lower level games.
|> 
|> Thankyou for the space,

  I'm currently GMing a mid-level ( read 4-6 ) story, based on one magic item
a PC brought back from his months of playing in australia... The main idea is
that the item ( a sword ) has powers, most of them little known, has a yet un-
known background, a very sharp personality, and is somehow linked to the PCs'
own background... Add the fact that many people are interested in the PCs or in
that sword ( including some Drows and a master Vampire ), and that the PCs want
to know the truth about themselves and the item, and you have material for unen-
-ding hours of play...

  So, basically, what can you keep from the above ramblings ?
1) Use the PCs' background
2) Make them want to do something
3) Introduce many interactions, possibly high-level.
4) Make them pawns, without them knowing it ( in the beginning, of course ... )
5) make plots within plots... within plots if you can still understand your own
   devious ideas. It adds depth.
6) Use the world you play in extensively.

  Oh, well, this sounds so pompous... I'm getting old...

								Redwing.
From: 6anthony_m@spcvxb.spc.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Date: 16 Dec 92 19:37:29 GMT
Organization: St. Peter's College, US

> 	Maybe because most people looked at the rule that says "helms
> shut off psis" and realized how ridiculous that rule is, and jettisoned
> the rule. 
> 


Well, if you are going to change the rules, how can you complain that 
psionicists are too powerful?  And I think the helmet rule comes from the fact
that if you wear a metal helmet on your head it is VERY uncomfortable and very 
hard to concentrate when you have a 5 pound peice of steel on your head.  
So I guess you allow mages to wear helmets too?  Hell, why not allow mages to
wear full plate armour as long as they cast spells that are only verbal.
From: c188-cr@po.berkeley.edu (Chua Hak Lien)
Newsgroups: rec.games.frp.dnd
Subject: MAGICPUNK!!!
Date: 18 Dec 1992 16:01:52 GMT
Organization: University of California, at Berkeley
NNTP-Posting-Host: po.berkeley.edu


Has anybody out there thought of using or used AD&D rules in a Cyberpunk
setting, a la' Shadowrun? If someone came up with rules for
decking, guns and vehicles, then it certainly would be feasible.
Bards would be rock and rollers, illusionists the ultimate virtual
reality programmers, fighters would be ... uhh... mercenaries, Thieves
would be... politicians.. =)

However, I do forsee some problems, like:-
[a] Mages could use pistols. Could they wear plastic armor?
[b] Armor would have improved ( no more steel plates to lug around.. ),
	but so would guns. However, new armor could have 2 AC values,
	one for close combat and one for missile fire. This is more for
	game balance and to dissaude our fighters from throwing away their
	two handed swords for Uzis...
[c] And of course, new techno-spells. ( Magic Bullet etc. )
[d] What about Druids and Deities?
[e] Protection from Missiles.. =) 

Hmm.. Right now it does look quite viable. More ideas, discussion?
If some of the ideas are good, a net.magicpunk.book could
be formed to include all the new rules and spells.

Just an Idea,
Chua
+==+
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
	Life is what happens to you when you're busy making other plans.
							- John Lennon
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
From: rogue@ucrengr.ucr.edu (ed zeamba)
Newsgroups: rec.games.frp.dnd
Subject: Re: A question on aging.
Date: 19 Dec 92 02:24:54 GMT
Organization: University of California, Riverside

Personally, I think aging should be run as per the "Limited Wish"
spell:                      
	Age 1 year for every 100 years of life span!

that means a ghost that would age a human 10-40 years, would age an elf 
100-400 years!  Och!  Now, I dont see a max age listed for elves, so
I assume they live as long as thier 1st edition versions (around 1000 years)
THE PHB does say elves feel like leaving the world after so many hundread
years, but this would be from "actaully existing for x years..."  So with
aging as per limited wish..you could have 800 year old elves, that are just
starting to get bored of life... :)
Hey, sock it to them powergaming elves!  They dont get enough penalties! :)

Two related points"
	1) dont forget the system shock or die upon magic aging (yes, hate!)
	2) in one plane, one cannot magically age.. (see Manual of the planes)


-- 
     /                                                                \
@###I===============> "Know me as GORD of GREYHAWK..." <===============I###@ 
     \		                                                      /
rogue@ucrengr.ucr.edu		UC Riverside -- home of the Guildsman
Newsgroups: rec.games.frp.dnd
From: tgt33358@uxa.cso.uiuc.edu (Thanatos)
Subject: Re: how to imprison a psionicist ?
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 22:18:54 GMT
Keywords: ectoplasmic form

In article <1992Dec14.195419.23643@ncsu.edu> cobra@garfield.catt.ncsu.edu (Brian Dunphy) writes:
>In article <1gia2fINNco0@life.ai.mit.edu> adair@hal.gnu.ai.mit.edu (Jonathan Edward Adair) writes:
>>The point is, what can a psionicist pass himself/herself off as,
>>other than a mage?  A (wink-wink) armorless fighter?  At best,
>>maybe a thief.  [Note: maybe psionicists can wear armor. ours
>>never did, and I never bothered to read the handbook, much less
>>line TSR's pockets for it.]
>
>That's a good question.  We had a psionicist try and pass himself off as
>an archer.  But when we noticed that that he couldn't hit the broad side
>of a bran from 15 feet away, we didn't believe it any more.  We even had
>one fight, where he was shooting at peoples, and a mage came and took his
>bow from him, and shoot it for him, and even did better than th psi-archer
>did (Mage got lucky rolls.  But the psi-guy still was terrible).  What can
>a psi-guy hide as?  Why is he hdiing, anyway?
>
Well, to give them a hell of an edge.  I love second guessing TSR products, 
as it drives my DM INSANE!
Example:  Animas, my Psionicist, appeared suddenly at the edge of the 
Anauroch desert, with no memory, and only a weird wrist crossbow on his 
arm.  My DM was frustrated by his lack of memory, thinking I was doing 
this to cheat him in some way (no one I care enough about to exploit).
I went from level to level with banded mail armor I had "picked  up" and
passed myself off as a cleric (spiritual hammer: TK with a small hammer,
can cure disease and heal wounds) thief, (caused a lock mechanism to 
go gaga with molecular adjustment, and fighter.  No one suspects who I 
really am when I walk up to them in these three forms.  If I hide the 
sword, I can be anything.
	As to my amnesia, my character is a high level Dark Sun psionicist
who was small potoatoes there.  He, with a party, got sucked into 
Ravenloft, where he failed a madness check after his party got killed.
He did the old turning HP into PSP's, and burned enough PSP's on a 
Probability Travel that the Ravenloft Plane grew disgusted by my self
sacrifice (I tried to help some friends escape as well) and spit ME 
out.  ALONE.  So I got slapped with amnesia, and became a first level 
psionicist, who knows how to use a scimitar, but have never seen one 
quite so shiny.
	I love retroactive character histories...

-- 
I don't mind being the smartest	    / Thanatos, DeathUrge, Master of Unknown
man in the world...I just wish it   \ Time and Space tgt33358@uxa.cso.uiuc.edu 
wasn't this one...	       	    / It's a Zen thing... 
	-Ozymandias 		    \	 you wouldn't understand...  
Newsgroups: rec.games.frp.dnd
From: cdb@CS.Stanford.EDU (Craig Davis Becker)
Subject: Re: simple AD&D 2nd Ed. Qn's.
Organization: Computer Science Department, Stanford University.
Date: Tue, 15 Dec 1992 03:20:59 GMT

In article <1992Dec15.111249.1@cc.newcastle.edu.au>, stcak@cc.newcastle.edu.au writes:
|> I have a query regarding AD&D second Ed.

|> Can a short bow fire Sheaf arrows? Why or why not?

According to the PH, no. I think their excuse is something to the effect
that sheaf arrows are heavier and therefore require the greater force of
a longbow to be effective. But hey, it's only a guideline. It seems like
sheaf arrows have about 2/3 to 3/4 the range of flight arrows, so I suppose
it wouldn't be dramatically unbalancing to extend that to shortbows.

|> Are any characters assumed to be proficient with a dagger automatically?

Well, I didn't hunt for the official T$R answer, but I think not. At least if
you stick by the PH, no class is assumed to be proficient with any weapon, unless
a character expends on slot for it. Who knows what the "Complete X" books say,
though.

|> 
|> Thanks,
|> Craig.

Your welcome,

Craig
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: bards
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: Wed, 16 Dec 92 20:13:02 GMT

In article <wsbusr1.724511572@rwa.urc.tue.nl> wsbusr1@urc.tue.nl writes:
>griffin@sage.cc.purdue.edu (Zack Thompson) writes:
>
>>You forgot the fighter and mage in that combo.  Trust me, I played
>>  a Pmetabolic and Pkinesis(mainly) psion till about ninth or tenth
>>  last year, and he was really pretty powerful.
>
>You got a character to tenth level in only a year? Do you play each day
>or so? We play weekly, and getting a character to 7th would seem the
>most you'd get in a year.
>
>-- 
>Boudewijn Wayers, wsbusr1@urc.tue.nl.
>Keeper of the Great Net Spellbook and Prayerbook.


Playing regular D&D at home, I got a character from first to seventh
or eighth level in a matter of a couple of days of playing time.
Of course, it was pretty much of a "monty haul" campaign, but
I didn't mind...

--
Chris Meadows  | Editor of Robotech: The Misfold; author of other               
CHM173S@SMSVMA | Robotech/Rifts stories; DEFENDER of PALLADIUM BOOKS!!!         
CHM173S@VMA.SMSU.EDU   | NOTE: I will be on vacation 12/17 to 1/10; if          
CMEADOWS@NYX.CS.DU.EDU | important, please email; posts tend to expire.
From: thpr_ss@uhura.cc.rochester.edu (Thomas Parker)
Newsgroups: rec.games.frp.dnd
Subject: Re: Spells on Computer anyone?
Date: 19 Dec 92 17:34:56 GMT
Organization: University of Rochester - Rochester, New York

In <00965393.5157B9C0@vms.csd.mu.edu> 2186filterj@vms.csd.mu.edu writes:

>Hello,

>I was wondering if anyone has taken the time to type in the mage spells for
>AD&D 2d edition?  I own the books and was planning to type them up on my
>word processor so that I could print them out in my "spellbook" that I keep
>with my character sheet.  My mage has relatively few spells, and that is why
>it would be easier that paging through the PHB or the Tome or the Wizard's
>HB or whatever other book the spell may be in.

>I realize that this may be a fuzzy line on copyright legality, however, I 
>assure you that I do own the books.  If you do not feel that it would be
>right to email me the spells, then DO NOT DO IT.  I would also appreciate
>a copy of any net.spells that have been compiled.

>Thanks in advance for any help.

>-Jon

I don't know if you have one available, but if you have a scanner that 
you can get a hold of that has a character recognition program on it
then all you would have to do is change the formatting of the document
from the text that it is into a database or spreadsheet or whatever you
are using.

Tom Parker

thpr_ss@uhura.cc.rochester.edu
Newsgroups: rec.games.frp.dnd
From: eyemax@athena.mit.edu (Christopher J Sarton)
Subject: Basic Economics in the AD&D 2nd Ed. World
Organization: Massachusetts Institute of Technology
Distribution: na
Date: Fri, 18 Dec 1992 06:40:36 GMT


What I am looking for is a *simple* system for an AD&D World.
I do not have any
of the books with me now, so I am working from memory.  If I recall correctly,
certain infantrymen are paid four gp a month for services, and I am assuming
that this does not include provisions or upkeep.  This sounds somewhat 
reasonable, but is it liveable for the poor man?  I know soldiers did not live
in high style, but they had to be paid at least decently in those war torn 
times.  My point is that after a measly fight with some goblins, PCs usually
end up with twenty gold each!  That is half a year's pay for three minutes of
hard labor!
	The obvious solution to this is to restrict the treasure gains (or 
raise the pay of troops), but this brings its own batch of problems.  
Adventurers are out for *gold*.  It can quickly become discouraging to them if
they never compile any wealth.	
	What I am trying to get to is this:  the farmer.  Feudal society was
based (for the large part) on a farmer's labors.  His product enabled the lord
to hire those troops.  Using the prices of the 2nd Ed. Handbook, what would
be a reasonable salary (before taxes and all that) for your average farmer?  
This assumes good farmland, and average family of five with two workers.  Based
on this, what would be a reasonable tax rate for the lord?
	All I really need are some basic numbers--a farmer can produce enough
food for four people and thus brings in 400gp but must pay 45gp in taxes 
(broken up however the lord likes), or whatever numbers seem reasonable.
Obviously, this can be changed by good or bad farming conditions, a harsh tax, 
or numerous other factors, but I am just looking for a base to work from. 
The next step beyond this is the craftsmen and then the merchants--they 
would make more money but would alslo have to pay higher taxes.
	Any help would be appreciated.  Please mail to eyemax@athena.mit.edu

Chris