HDTenEightyP/NetNews huggingface dataset:
From: sue%miracle@merk.com (The Dragon Queen)
Newsgroups: rec.games.frp
Subject: Re: DMs AID
Date: Sat, 11 Apr 92 23:41:38 EST
Organization: Miracle Computer Consultants

John_Morgan@mindlink.bc.ca (John Morgan) writes:
>> The Dragon Queen writes:
>> 
>> Msg-ID: <11Apr92174306@miracle.UUCP>
>> Posted: Sat, 11 Apr 92 17:43:06
>> Org.  : Miracle Computer Consultants
>> 
>> Basically, it creates monster encounters for you.  Period.  It gives
>> you the monster and the treasure, depending on what terrain you pick,
>> etc.....and since it's a combination of a cheesy program and _1st_
>> edition monsters, _not_ second edition, you get some really lame, really,
>> REALLY WIMPY monsters, and small amounts of treasure to go with them.
>> Period.
>> 
>> It's actually not that bad if you want to load the program, take the time
>> to have it generate the encounters for you, have it print the encounters
>> for you, then go through the encounters by hand updating the monsters so
>> they fit the 2nd edition, i.e., NOT wimpy, update the treasure, look
>> through the MC to make sure there aren't any abilities that this primitive
>> program missed.....
>> 
>> If you want to take that effort, then it's okay.  I find it much easier
>> doing it by hand.
>> 
>
>How would you think about a program that will require a few steps but would be
>set up for 2ed AD&D?
>- STEP 1   Roll for encounter.
>  (Determines monster, HD, Treasure type, # attacks, dmg, experience,
>   special attacks/defences)
>- STEP 2   Roll up hp for each monster
>- STEP 3   Roll up treasure based on treasure type
>
>I know that this is a lot of work but this way I could include a part of the
>program that will allow a person to add their own monsters from other sources
>or delete monsters that don't exist in their world.
>
>Ciao Ciao
>    J

Sounds good hypothetically.  It kinda depends on how user-friendly you
made it.....

Maybe I'm just biased, not to mention old-fashioned.  I think I'll stick
to rolling dice by hand, and creating my encounters on my own, rather than
let a computer do it for me.

Anyone else used SSI's DM's Assistant?  Am I the only one who thinks it's
incredibly cheap?


Later!


D.Q.

---
|	  _\|/_          |This posting compliments of The Dragon Queen|
|	 /     \         |                                            |
|      	| O   O |        | Any imaginative suggestions about what can |
|__ooo__|___ ___|__ooo__ | be writen in this box are welcome at:      |
|  UUU      U      UUU   |           sue%miracle@merk.com             |
From: fts5792@zeus.tamu.edu (SRONCE, FRANK T)
Newsgroups: rec.games.frp
Subject: Re: GURPS: UlTRA Tech ?= Ultra Death??
Keywords: GURPS DEATH ULTRA
Date: 16 Apr 92 06:35:00 GMT
Organization: Texas A&M University, Academic Computing Services
News-Software: VAX/VMS VNEWS 1.41

>	Has anyone worked out a system where *some* damage penetrates? 
>i.e. You are wearing an armored suit of advanced laminates. An artillery 
>shell hits you in the chest: you are thrown back 4 yards and cooked in a 
>FAE explosion. Your padding and coolant systems help some, but you still 
>take 8pts damage...
> 
>	Is anyone interested in developing such a system? It seems 
>more realistic and interesting to me than the hit point system - which 
>tends to lead to characters facing down massive weaponry because they 
>know they are safe (for a few rounds, at least). It also could lead to 
>characters being wounded. 
> 
>---------------------------------------------------------------------------
>John Kim                    | Alice: "But if I wasn't real, I shouldn't be
>jhk6@cunixb.cc.columbia.edu | able to cry."  Tweedledee: "I hope you don't
>Columbia University         | imagine those are *real* tears."

It's been a long time since I've played GURPS, but there is a fairly simple 
armor system, based off of the SwordBearer system...

If the damage done exceeds the armor, if ANY damage gets through, then the
armor has clearly suffered damage (otherwise the damage wouldn't have gotten 
through). If the damage bounced, then the armor stood up to the impact 
perfectly.

Now, exactly HOW much damage the armor should suffer when an attack
penetrates it is harder to say. In SwordBearer, just to keep armor from 
dominating the game too badly, any blow that did even 2 points of damage 
would reduce the armor by one point. This leads to a character's platemail
being reduced to scrap without ever wounding him except for the last few 
blows... 

It's just an idea.

Major Kiz
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp
Subject: Re: AD&D:  Dual Class Limits
Date: 14 Apr 92 15:54:44 -0500
Organization: University of Northern Iowa

In article <1992Apr13.180239@kazoo.ssd.loral.com>, brunner@kazoo.ssd.loral.com
(Brian Brunner) writes:
> Nowhere does it say that two (or three) is the limit.
> It is called "Dual Class", because "Multi-Class" was taken.
> Bard is a character class following the pattern of the dual class
> that is a three-class dual-class character class.

   Point well taken, though in the 1st ed rules, I think they were trying to
_imply_ that you can only have two classes by the bold-faced section heading:
"The Character With Two Classes", but I can see your point (and have read the
2nd ed on this as well..)

> [ example deleted to save space ... ]
> So I rest my case.

   Good case, except in the example you describe you'd have to have an
_Awfully_ powerful character to do that.. Hmm, started in Fighter, need at
least a 15 Strength, then went to Monk (minimums of 15 Wis, 15 Dex, 11 Con, and
this is assuming the Monk has no 'principal attributes', otherwise they'd need
17s in each of these!), then to Priest (17 Wis minimum), then to Mage (17 Int
minimum).  Nice character!

   Well, if that's your choice, then that's your choice.. no arguement from me,
just pointing out my opinion on the matter. :-)

   Later, and remember, have fun!

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* I don't know, I don't care, I don't want * They're fleeing the wrong way!!  *
* to know, and I don't want to care.       *        -confused adventurer-     *
*        -Martian Manhunter-               ************************************
*        -Justice League International-    * Why is the DM smiling like that? *
*******************************************************************************
From: laurence@cco.caltech.edu (Dustin Lee Laurence)
Newsgroups: rec.games.frp
Subject: Re: CHAMPIONS: Variable Advantage
Date: 14 Apr 92 21:10:49 GMT
Organization: California Institute of Technology, Pasadena

jason@pawnee.ugrad.ee.ufl.edu (Jason Griggs) writes:

>   I've been known to do it, and it's very effective.  Just buy +1/2 in variable
>advantages as a +1 advantage.  Then at any moment your EB could be AP, Penetrating
>Autofire, no range mods, variable special effects, etc.  Makes a great hi-tech
>mega-assault rifle.

Actually, as I recall it, +1/2 variable advantage requires a +1 1/2
advantage.  The rule for variable disadvantage is to double the disad,
which you might be thinking of.


-- 
Dustin Laurence            "Someone please stop me, before I net again."

laurence@alice.wonderland.caltech.edu
From: unixwiz@mcl.mcl.ucsb.edu (Silk)
Newsgroups: rec.games.frp
Subject: Re: AD&D: Rings and gauntlets (result of discussion)
Date: 17 Apr 92 20:05:33 GMT

In <1992Apr17.090149.18949@spdcc.com> pentangl@spdcc.com (Scott Moir) writes:
>> 
>>>Second Point: Prices for magical items in AD&D 2nd Edition
>>>Is there anyone working at any terminal who possesses a pricelist for magical
>>>Items? Yes? OK! EMAIL IT, SEND IT TO ME. If I get enough of these lists or just
>>>single Items with prices I can make a GREAT NET MAGICAL PRICELIST. 
>>
>>These are just BASE PRICE, adjusted by the character's charisma. Price =
>> book price- 1* -.05(charisma -12)   [18 = 6, 3 = -9]
>>
>UGH! Tell me I didn't post this! (Damn, I guess I did)

>There should be no 'magical price list', that sort of thing you should
>not just be able to go out and buy. When you find something good, chances
>are that someone will be USING it. You have to make it worth his while
>to give it up. My group is now trying to find three Necklaces of Adaptation
>and they are having a HELL of a time because those who have them are not
>very willing to give it up. If -you- had one would -you- give it up?
>Didn't think so...


Actually, you can buy magical items....I have seen a few mages who will
make *CUSTOM* items for you...<I've got a neat cloak I'll have to post
later>  However, it costs more than your average castle...<i.e. 150k gp for
a ring of prot +1>  for the fun items it gets worse...<i.e. 1.1mil gp for a
+1 longsword>  Of course, you don't only pay cash...you pay in services..I
spent 1 year as a servant!!! <this was my Noble-Warrior Paladin> just so i
could get my armor enchanted to +2.  <that cost me an arm...literally>  I
also had a mage who is about ready to buy his own kingdom...<a rather small
one..about the size of the Russian Republic (on a similar sized world)> for
a platry 9.5 trillion gp....I have no idea what i'm going to do with
it...but I'm sick and tired of all those damned thieves trying to steal from
me and ending up splattered all over the place...

back to the original subject.  Magical items can be bought.  HOwever, it's
more fun to try and take them from the person who's got them....<Want that
frostbrand?? I know an ogre who's got one..he's wielding it, though>

k.mencher
unixwiz@mcl.mcl.ucsb.edu
From: jwadsley@vaxc.cc.monash.edu.au
Newsgroups: rec.games.frp
Subject: RQ: Smash, Slash, Impale
Date: 16 Apr 92 00:41:08 GMT
Organization: Computer Centre, Monash University, Australia

RuneQuest Stuff:

RQ and other systems have impale rules and other special rules for other
weapons that cannot impale ( smash, crush, nuke, etc... ). Many of these rules
do not do more than play with the standard damage, which makes them different
versions of the same thing ( smash=slash=impale ! ). I propose the following
special damage rules for RQ:

Impale: for swords, spears etc.
 on 1/5 normal roll double damage
( Impale: for arrows
  on 1/2 roll double damage. Two reasons: firstly that arrows generally stick
in their targets = impale and secondly that d8+1 is too wimpy, real arrows are
far more dangerous - so make them impale to prove it! )
( Impale: for stilettos
  on 1/5 roll, triple damage ( stiletto damage d6 normally ) )
Slash: for swords, axes etc.
  on 1/4 roll, do normal damage vs. one hit location ( with magic ) and then
continue on to do normal damage on another hit location ( without magic ). This
implies a nasty long cut. If the two locations rolled are not contiguous,
assume the cut is all on the first location. The with/ without magic qualifier
is designed to make the total damage the same as an impale.
Crush/Smash: for maces, or trees, or elephants
  on 1/3 roll, halve all armor! this includes shields!, but roll normal damage.
This simulates the fact that a heavy weapon does not care that you are wearing
chainmail, it just pulps you within the armor. ( leaves the chainmail intact
too! ). It should be noted that the net effect is a bit like an impale of half
damage.

The reason for the 1/5,1/4,1/3 chances rather than the standard 1/5 chance for
a special result is that an impale is far nicer to get ( but harder to do )
than a smash ( far less finesse required! ). With the system as given, it works
out that a weapon doing 2d6 damage, for example, is very nearly equally
effective whatever it's attack type. Impales still do the most damage, but this
way mace users can have fun too!

James Wadsley.
From: nesiusra@sage.cc.purdue.edu (Keith)
Newsgroups: rec.games.frp
Subject: Srun: Sexism and RPG's, Applause to the Opposite Sex-
Date: 7 Apr 92 16:50:04 GMT
Organization: the Wildways Foundation


  I have to love this line of articles-

  In the nearly 11 years that I have played RPG's, most of it being AD&D,
  I have known almost 22 female players of the game.  Two of them were 
  girlfriends (in the personal sense) and the rest were friends (in the not-
  so-personal) sense.  To all of them I bow and salute most wholeheartedly,
  they have given a broaden spectrum through which to look through.

  [Applause given to the following]

  Stephanie Olds        aka: Angel, Stryper, Hart, Applejack
  Tamra Sue Tingle      aka: Wahlahnka, Tabasha, Milonia, Edina, Cocoa, etc.
  Susan Kratzenburg     aka: Chevalier, Cord
  Mindy Houmerstein     aka: Daisy, Mitzy Blue
  Laura (last name lost)aka: Maxell, and tons of others-
  Sharon Riegald        aka: Enchantress, Biomere, and the gnome from hell-
  Patricia Allison      aka: Rinbold the Bold, Pietro the Great
  Sue (last name lost)  aka: Shera the Archer, Captain from Beyond (Star Trek),
			     Halifax, and many-many more

  And the rest I have unfortunately forgotten the names of or don't have the
  time to mention.  But none the less I bow to you all.  You have gotten me
  into RPG's and taught me stuff no MAN ever could...

  Jonathon K. Henry     aka: Shivowtnoeh, Reflex, Cayman, Rathior Lorikai,
      Thomas "Thunderwolf" Wolsten, Reijmark and Thevron Gehennen (father and
      son), And the immortal- Cameron Roth

      From AD&D to Marvel to Star Trek to Star Frontiers to Champions and to
      my FINAL resting place, Shadowrun
Newsgroups: rec.games.frp
From: adray@Condor.mcs.kent.edu (Adam Dray)
Subject: Re: 100-DICE: they don't work.
Keywords: dice, zocchihedron, d100
Reply-To: adray@chaos.mcs.kent.edu
Organization: Department Of Math & Computer Science, Kent State University
Date: Wed, 15 Apr 1992 13:48:24 GMT

|> Rather than making a d100, it would be much more useful to make a dice
|> with the numbers 00,10,20,30,...,90 to avoid the arguments after a
|> roll is made over which dice was the tens. I might even have seen such
|> dice somewhere?

It's available from GameScience (Lou Zochhi) and it's called 
"The Ten's Ten."  

The latest Dragon (180?) has a GameScience ad selling the Ten's Ten
as well as the true d100 (zocchihedron), a true d7, and a true d50.

My question is, why bother?

					Adam.
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp
Subject: Re: STEVE JACKSON NOT GONE!!!!
Distribution: world
Date: 8 Apr 92 15:10:08 CST
Organization: Texas Net Illuminati

IO92668@MAINE.MAINE.EDU writes:
>
>Although Steve still is having a problem with backstock printings.

Really? In what manner? The only top-line product out of print is GURPS
Horror -- and it went to the printer yesterday. Fantasy Folk went out of
print 2 months ago, and will probably stay out for a few more months. This
isn't really a "problem," just economics. We have to be able to sell enough
of a reprint on preorders to pay for the print bill. Except for the biggest
books, this takes from 3-9 months for demand to accumulate.

Loyd

***************************************************************************
* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
* GEnie: SJGAMES	    Mr. Grenade is no longer *	PO Box 18957	  *
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Newsgroups: rec.games.frp
From: jwtlai@jeeves.waterloo.edu (Jim W Lai)
Subject: Re: SRUN: Shamans And Mages
Organization: University of Waterloo
Date: Sun, 12 Apr 1992 09:43:18 GMT

In article <1992Apr12.071248.18949@constellation.ecn.uoknor.edu> dabachma@constellation.ecn.uoknor.edu (Donald A Bachman) writes:
>	Nyet, I quote: "+1 to all Target Numbers (even non-magical ones!) when 
>in direct sunlight; +1 to all magical Target Numbers, whether or not in
>daylight." It is possible for the extra dice to offset the increased target
>numbers; however, it seems that the value is only realized when you are
>rolling a relatively low number of dice (lower than in actual practice).

I had read that as meaning that it was +1 to magical target numbers during
the daytime.  This is clarified as such in the playtest rules for second
edition of Shadowrun.  (Yes, it was badly worded in the Grimoire.)
Newsgroups: rec.games.frp
From: douglash@meaddata.com (Douglas Holzworth)
Subject: Re: Lich Killing Advice Needed
Organization: Mead Data Central, Dayton OH
Date: Sun, 12 Apr 1992 22:59:44 GMT
Distribution: usa

|> In <1992Apr11.130335.25925@usenet.ins.cwru.edu> bh967@cleveland.Freenet.Edu (Greg Weller) writes:
|> 
|> 
|> >This is every DM's dream!! To have a lich pop up whereever you want to
|> >terrorize the party!! Actually he said he would have just let us run away
|> >if we would have left his stuff alone...but since we trashed his cave he 
|> >is going to come after us....
|> >This lich is really smart..and our DM is playing him to the fullest...He won't
|> >just come after us full out..He is going to wait and plan...Set a few traps
|> >for us on the way..and then sneak up on us when we last expect it!! So we want
|> >to out smart the lich before he can sneak up on us!!!
|> 
You do have one slim chance.  My group has been known to use this to solicit
saving throws in "no win" situations and seek modifiers.  You must immediately
and enthusiastically seek to cast Charm DM!  Several potions of Inebriation
(type depends on DM preference) as material components can significantly
increase chances for success.

YOU: Damn fine campaign, Mr DM, sir.  Have another brewski?  So group, what
    should we do about this liche...?

DM: (hic)  Lish?  Fergit da lish...  uh... (sounding official) ... A housh
    fallz on da lish, killing it immedialee.  Ou' o' da housh stepsh a young
    girl an her dog.

Outcome: Everyone is alive and happy.  And Toto, too!
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp
Subject: Re: GURPS: UlTRA Tech ?= Ultra Death??
Keywords: GURPS DEATH ULTRA
Date: 15 Apr 92 17:12:25 GMT
Reply-To: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Organization: Purdue University

In article <1992Apr14.183720.3405@cunixf.cc.columbia.edu> jhk6@cunixb.cc.columbia.edu (John H Kim) writes:
>
>	Has anyone worked out a system where *some* damage penetrates? 
>i.e. You are wearing an armored suit of advanced laminates. An artillery 
>shell hits you in the chest: you are thrown back 4 yards and cooked in a 
>FAE explosion. Your padding and coolant systems help some, but you still 
>take 8pts damage...
>



BTRC has put out three games where exactly such a system is used:

TimeLords
WarpWorld
SpaceTime


In these games, the armor only stops some damage absolutely, the rest it
converts into "bruising" damage (with an option for including blunt trauma
for those GMs with really sadistic inclinations).

The combat system as a whole is highly realistic, but is cumbersome at first,
with a very steep learning curve (that is, it's a little tough to get
used to, with there being no hit points and all).
From: nigel@rs733.GSFC.NASA.Gov
Newsgroups: rec.games.frp
Subject: Why have street samauri? WAS: SRUN magicalness
Date: 6 Apr 92 18:24:58 GMT
Article-I.D.: rs733.NIGEL.92Apr6132458
Organization: Goddard Space Flight Center, Greenbelt, Md, USA


[SRUN magic sucks deleted]

Hmmm...I tend to agree in that mages tend to unbalanced compared to
mundanes but they do state everywhere in the SR rulebooks that magic
is where it's at.  Mostly it is the increased attribute spells that
make things munchkin...so long as the multi-million dollar samauri
gets to react first he has a chance and a reason to exist.  In stock
SR there is zero reason to have samuari...mages can be faster and
tougher and the nonsense of mages being some sort of rarity go out the
window when you find gangs of the little suckers roving through
Seattle.

So explain why there are samurai when magic does a much better job?
If you're worried about spell locks evaporating from magical attacks
you still have to consider the fact that an unsupported mundane team
is easy meat...so what if they die because someone blew up their locks
and killed them or simply slammed a deadly spell directly at them?
Because they got to shoot back?  Not likely...and even if they did
personal bullet barriers are available to the mage...not to mention
spirits and elementals.  How do you fight a fire elemental that
chooses to strafe a team that has no magical cover?  You can't melee
if you can't reach it and shooting it only wastes bullets. 

If you have a corp with some wage mages (and spare karma) why spend
400,000 nuyen for wired reflexes when 45,000 (and karma) will do?  The
increased reactioned trooper is just as deadly to mundanes and just as
dead to anyone with magic...plus you get all sorts of interesting ways
to control the little bugger if he or she got out of line.  The only
downside is that there's all these little locks with some mage's link
to them running about...the question is whether that extra 400,000
nuyen might not buy sufficient magical materials to counter any ritual
nasties that show up.  The trade offs between having locks out there
and having a REAL nice library and alchemy lab might be worthwhile for
some mages.

I guess my main point is that mages can (and often are) faster and
impervious to the best that samurai can dish out but sammis have no
defense against magic.  Why have them around?  Expensive magic fodder?

Nigel

--
Nigel Tzeng
.sig under construction
From: bh967@cleveland.Freenet.Edu (Greg Weller)
Newsgroups: rec.games.frp
Subject: Re: Lich Killing Advice Needed
Date: 11 Apr 92 13:03:35 GMT
Article-I.D.: usenet.1992Apr11.130335.25925
Organization: Case Western Reserve University, Cleveland, Ohio, (USA)


This is every DM's dream!! To have a lich pop up whereever you want to
terrorize the party!! Actually he said he would have just let us run away
if we would have left his stuff alone...but since we trashed his cave he 
is going to come after us....
This lich is really smart..and our DM is playing him to the fullest...He won't
just come after us full out..He is going to wait and plan...Set a few traps
for us on the way..and then sneak up on us when we last expect it!! So we want
to out smart the lich before he can sneak up on us!!!

-Greg
Newsgroups: rec.games.frp
From: mmcalees@cs16.UVic.CA (Michael McAleese)
Subject: Silly GM tricks
Organization: The Forgotten Legions of... umm... uhh...
Distribution: usa
Date: Thu, 9 Apr 92 22:23:13 GMT

  On a slightly different note (inspired by the tale of the illusory
gold coins over the acit pit), what's the silliest dungeon room you've
had the gall to inflict on your PCs?  My personal favorite had to be
one actually created by a friend of mine...

PCs: We open the door.

GM: You see a 20'x20' room with a door in the middle of the opposite side
of the room.  There is a single stalacmite hanging from the centre of the
ceiling.

PCs: Whaa?  Is the room a cave?  Is the ceiling rough?

GM: No.  The ceiling is flat aside from the stalacmite.  The stalacmite
looks thin, spindly and somehow... malnourished.

PCs: Uh, we cross the room, careful to avoid standing under the stalacmite.

GM: No problem.  You hear a small sigh escape the stalacmite.

----------
Piercers get no respect in our worlds.

-- 
*     mmcalees@cs14.UVic.CA (Michael McAleese) : I speak only for me...       *
From: ward1@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp
Subject: Re: Shadow run
Date: 9 Apr 92 04:01:15 GMT
Article-I.D.: husc8.ward1.702792075

vanor@vax1.mankato.msus.edu writes:

>takes a skill level of 5 in somthing then gets wired for the same skill what
>do you use for the skill rating (I have looked at both ways and can't make up 
>my mind )the number of one or the other or both added and then use that as the 
>skill level. 

The skill wires interrup the "real" skill always.  Chipped skills always
take over, even if they are of a lesser value than what you know.

>VANOR aka Presto "what fools these mundanes be"  
yeah.

Wordman