HDTenEightyP/NetNews huggingface dataset:
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp
Subject: Fighting with two weapons (was Re: ADND2: Suggestions on Warrior)
Date: 8 Apr 92 14:15:46 -0500
Organization: University of Northern Iowa

In article <1992Apr3.184501.13935@jpl-devvax.jpl.nasa.gov>, 
     mikec@jpl-devvax.jpl.nasa.gov (Mike Civita) writes:
> Rangers always get 1 attack a round with their off
> hand, and to pay for the 2 handed style they give up the ability to use
> a shield. 
> 
> Mike

   Also, as a side comment to this discussion, not only do Rangers get this one
attack per round with their off hand, but any member of the Warrior or Rogue
profession can perform this with two weapons, its just that Rangers do not
receive the standard penalty for fighting with two weapons (PH, p.96).

   As an additional comment, I allow the option of character using one of
his/her weapon slots to become proficient in a weapon with their off hand,
allowing them the normal number of attacks per round that they would normally
receive for their class/level.  It is even possible to devote another slot to
that same hand/weapon and specialize with it.

   Thus, in my campaigns, it is possible for a Fighter to use four slots and be
specialized in the long sword in both hands.  But this would not be immediate,
I have a progression sequence for specializing and such.  A Fighter can
specialize with one weapon at first level, all other slots are just
proficiencies.  Only when another slot is gained can proficiency be gained with
a weapon in the off hand, and only when the next slot after that is gained can
specialization be gained in the off hand.

   Comments are welcome, but no flames, please.  These are simply my own house
rules and my own opinions.  Thanks.

                                        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? *
*******************************************************************************
Newsgroups: rec.games.frp
From: PCHEM14@Zeus.unomaha.edu (FALL88)
Subject: Re: CHAMPS: question on turn sequencing
Organization: University of Nebraska at Omaha
Date: Wed, 8 Apr 1992 05:26:34 GMT
X-News-Reader: VMS NEWS 1.11

In a discussion of speed vs DCV, some of the following has been suggested:

>Any self-respecting MA that gives up half her actions is the biggest
>fool in the universe.  For a minor +5 DCV (assuming M. Dodge) you just
>lost 1/2 of your phases.  I would prefer to take those 30 points and buy
>+6 all combat DCV only.  More effective as you get these levels even
>while attacking.  Now you still get your 3 attacks, but you just ALOT
>harder to hit.  Even on the phases I attack I am still +6 DCV (really
>nice).

or...

>And, you have spent 26 more points for a +1 to DCV.  Add twenty points to your
>SPD, and spend the other six points on your martial arts skill (+2 to MA).  
>And you can now have a +7 DCV while still getting off 2 1/2 attacks per turn.
>With a +4 DCV in the segments when you attack.  (But only after your attack 
>has gone off.  Before your attack, your DCV that segment is still +7).
 
or...

>Or take those 30 points and buy 15 points of DEX (if you keep your SPD
>constant, DEX costs a net 2 points -- +3 for +1 DEX, -1 for -.1 SPD);
>that way you not only get the same +5 DCV _all_ the time -- for _both_
>melee _and_ ranged attacks -- but you get the benefit of a +5 _OCV_ for
>all your attacks. Yes, you can get the effect of Dodging _and_ get a
>better attack too!

One thing that occurrs to me is that none of them address what is within
the legitimate bounds of the game.  If you start with a 'normal' martial
artist (say 26 DEX/6 SPD, +2 CSL) and give him either of these three sets
of options, his CV blasts through the roof making him an illegal character
in most people's games.  So while it may not be 'efficient' to dodge 3
out of 6 phases, it may be your only option.


Sean Malloy mentions in a comparison of different ways of getting CV:

>You'd think some people never looked at a cost/benefit ratio for some
>of the ways to spend points. Spending 5 points for +1 DCV is a big
>lose when you can spend 1 more point and not only get the +1 DCV
>against both ranged and HTH attacks, but get a +1 OCV everywhere.

A few things help this.  One is to really look at primary characteristics
over 20 carefully, and scrutinize those over 23-25 for character concept.
Almost any primary characteristic over 30 (except comliness) is a very nice
thing to have.  Watch those when they get really high for the potential
problems arising.  Another thing is to really make the most out of CSL's,
allowing all the applications of them, like adding to damage, etc, that
no amount of DEX can do.  Finally, consider running the game with the
'human characteristic maxima' assumed on all characters.  This does some
interesting things too (not that I like taking it as a disad, more often
than not it's found on characters that for one reason or another did not
need characteristics over 20 and is thus not very limiting...)

-james
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp
Subject: Re: GURPS combat time.
Date: 16 Apr 92 00:10:11 GMT
Reply-To: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Organization: Purdue University

In article <2353@isgtec.isgtec.com> robert@isgtec.com (Robert Osborne) writes:
>
>Fencers, kendo players, boxers, and most other martial artists practice
>combinations of attacks.  In kendo, two favourites are the kote-men
>(wrist-head) and kote-men-do (wrist-head-waist) combinations; a serious
>kendo student can perform either of these combinations in under a
>second.


This is why GURPS Martial Arts has the "combinations" rule, which allows
a character to learn combined maneuvers.  GURPS Basic's combat system 
assumes a pretty finesse-less style of fighting, where characters only
learn basic maneuvers and no real styles or advanced techniques.
From: lgrant@maths.tcd.ie (Lesley Grant)
Newsgroups: rec.games.frp
Subject: Re: Sex and RPG's - Why Oh Why ?
Date: 16 Apr 92 11:02:15 GMT
Organization: Dept. of Maths, Trinity College, Dublin, Ireland.

In article <cr0t1hg@rpi.edu> wilsom3@rpi.edu writes:
>	Are there any female GM's out there?


	In my immediate gaming environment there are myself (standard &
variant Paranoia), and a sister Traveller-player and AD&D GM.

			Lesley
From: reanor@cs.pitt.edu (Jeffrey Getzin)
Newsgroups: rec.games.frp
Subject: Shadowrun PBEM looking for A COUPLE of players
Summary: Looking for starting characters.
Date: 13 Apr 92 15:04:19 GMT
Distribution: na
Organization: Computer Science Dept., University of Pittsburgh

I am starting up a PBEM Shadowrun game in the near future.  I've already
got about three characters, but I could use one or two more.    If
you're interested, send your fully developed BEGINNING (i.e. recreatable
by the character generation system in the basic book, or a standard arch-type),
or a character concept and we'll go from there.  I will select a couple
of people to play from those that "apply".

At this point I want only experienced Shadowrun players, since I expect
to be busy and don't think I'll have time to introduce new players to
the rules.   However, keep an eye open to this group, as I may be recruiting
later, too.

If you're interested, send your character and/or concepts to:

			 JGETZIN@vax.clarku.edu

Note:  This is NOT the return address of this article.   Do not send your
       replies to this address.  Thanks!

P.S.   Please include a list of which Shadowrun "modules" you've played in
       and/or run.


			=*()*()* Jeff *()*()*=
--
					---
Jeffrey Getzin
saintdor@vms.cis.pitt.edu
Newsgroups: rec.games.frp
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Subject: Re:  Steve Jackson Games is gone?
Organization: California State University, Chico
Date: Fri, 10 Apr 1992 16:55:15 GMT

Shade drites: 
>loydb@fnordbox.TSR.UUCP (Loyd Blankeship) writes:
>> 
>> Sorry, Bruce Heard (my new boss here at TSR) won't let me answer questions
>> on the net. :-)
>	Is that Pat Robertson, through IBM, throught TSR?  
>
Yep, you heard it here first: we're all testplaying the new Illminati (tm
TSR, 1992) Live Action Play-by-Mail game!  The game where _you_ are thrust
headlong into a world of innuendo and murky rumor, where the fate of all
you love rests solely on your ability to separate truth from lie.

He *really* should have asked us why we liked goldfish....
Newsgroups: rec.games.frp
From: reynolds@cs.iastate.edu (Owen Reynolds)
Subject: AD&D: The Undead and level loss
Organization: Iowa State University, Ames IA
Date: Mon, 13 Apr 1992 22:35:24 GMT

MHART00@ricevm1.rice.edu (mason hart) writes:

[ideas to tone-down level draining of D&D undead:]

>1)  Characters recover lost levels at the rate of one per week, unless
>      they are reduced to less than zero.
>2)  Characters may save against Death Magic to avoid level loss.
>3)  The Priest spell Restoration is level four or five, rather than
>      level seven.

>Further suggestions?

    I played in a campaign where we used #2 and:

  4)   If the undead is destroyed within a reasonable amount of time,
     anyone nearby regains levels that they lost to it. Do not tell
     the players this (we were surprised.)
From: reanor@speedy.cs.pitt.edu (Jeffrey Getzin)
Newsgroups: rec.games.frp
Subject: Re: SRUN: Cyberware & sanity loss
Date: 12 Apr 92 14:02:30 GMT
Organization: Computer Science Dept., University of Pittsburgh

In article <1992Apr11.173440.1@gacvx1.gac.edu> tyros@gacvx1.gac.edu writes:
>Shadowrun offers the character score of essence to limit the amount of
>cyberware a person can accomodate. But is there any side effects to having your
>brain and various members of your body scrambled with tinfoil? The sourcebook
>mentions the loss of sanity as the cyberware is added, but does not give any
>guidelines on how to incorperate this loss into the campaign. Perhaps the
>creators assumed that these players' characters should be played a little (or
>real) nuts. However, I find that this does not inflict any real problem for
>gameplay. Therefore I suggest a sanity loss table according to cyberware
>essence loss. Any suggestions? -Tyros

I agree!   I've gone as far as creating a SANITY ability score, but have
gotten a bit lazy in enforcing it.   For those who are interested, I compute
sanity in the following manner:


		SANITY =  (2 * Essence) + Willpower + Charisma
			  ------------------------------------
					4


Essence makes the most difference, but someone with a very great force of
will or a strong personality can maintain a grip on reality.

			=*()*()* Jeff *()*()*=
--
					---
Jeffrey Getzin
saintdor@vms.cis.pitt.edu
Newsgroups: rec.games.frp
From: grex@world.std.com (Mark J Urbin)
Subject: Re: SRUN: Heavy weapons as sidearms
Organization: The World Public Access UNIX, Brookline, MA
Date: Thu, 16 Apr 1992 21:24:06 GMT

In article <RATINOX.92Apr15215428@splinter.coe.northeastern.edu> ratinox@meceng.coe.northeastern.edu writes:
>>>>>> On 15 Apr 92 06:54:46 GMT, cg108fai@icogsci1.ucsd.edu (Steerpike) said:
[snip]
>>cg108fai> The assassin's choice -- .22 soft lead rounds, subsonic, with a
>>cg108fai> noise suppressor.
>Eh? Only at *very* close ranges. Much preferable is a 7.62mm bolt action
>rifle made for long distance accuracy. Recently, a number of semiautomatic
>sniper rifles have been come into use. .22 calibre is a very light round
>and loses accuracy very quickly, especially in windy conditions -- I've had
>trouble with .22 longarms on 100 foot ranges in windy conditions.
  Yes, at *very* close range.  Usally under ten feet.  The weapon is a pistol,
covered by a folded newspaper or something simular.  City streets are very
crowded and noisy.  Car noise from the street covers the sound of the gun
and the assassin can quickly get lost in the crowd.
>>cg108fai> On head shot, and the target is either dead or a vegetable. Ditch
>>cg108fai> the gun,
>And risk leaving fingerprints? Or having the weapon traced? Not on your
>life. Collect all your brass, leave town, and maybe get a replacement
>barrel (make sure you totally destroy the old one) if you're really
>paranoid. And a new sound suppressor.
   Yes, ditch the gun.  It's a throw away item, low cost and replaceable.
You've never touched it with out wearing rubber surgical gloves (like the 
ones you wore under the thin leather ones when you conducted the `hit').
Same for the cartridges.  As for collecting the brass, why bother?  You cleaned
them of prints before you loaded the weapon and you shouldn't have to fire 
more than twice.  Anyway, odds are that any brass left around will be stepped
on or kicked in to the gutter by the crowds before the cops get there and 
you're long gone anyway.
  Now this is the `up close and personal' method, assuming crowded city 
conditions.  Other conditions require other methods.

-- 
Mark Urbin  grex@world.std.com     These opinions are mine.
"Justice Department studies show that armed citizens are much less likely to 
suffer losses or personal injury from thieves" -- Washington Post 1/7/92
From: dseal@armltd.co.uk (David Seal)
Newsgroups: rec.games.frp
Subject: Re: GURPS: UlTRA Tech ?= Ultra Death??
Date: 10 Apr 92 13:40:17 GMT
Distribution: rec
Organization: A.R.M. Ltd, Swaffham Bulbeck, Cambs, UK

In article <rwallace.702741618@unix1.tcd.ie> rwallace@unix1.tcd.ie (russell
wallace) writes:

>... (try
>shooting a HT 10 GURPS character in the chest with a 7.62mm round at
>close range; all that'll happen is that he'll lose a few "hit points".
>Try doing the same to a person in real life ...).
>... (Of course if you get hit over the head
>with a baseball bat you probably only get stunned).

Hint: *don't* try doing this one in real life either. A solid hit on the
head with a baseball bat is likely to smash the skull...

David Seal
dseal@armltd.co.uk

All opinions are mine only...
Newsgroups: rec.games.frp
From: mikec@jpl-devvax.jpl.nasa.gov (Mike Civita)
Subject: Re: DMing Question: Player/Character IQ differences
Organization: Jet Propulsion Laboratory (NASA)
Date: Fri, 17 Apr 1992 17:53:24 GMT

In article <1992Apr16.171036.1@tesla.njit.edu> jpk2581@tesla.njit.edu writes:
>
>I am thinking specifically of a situation where all
>the PLAYERS were stumped by a particular riddle, but
>several of the CHARACTERS had Int's of 18 and would 
>have been able to solve it easily.
>
>I'm looking for a technique which evens the effective
>IQ's of the character and player, but still has the
>player do some thinking (i.e. simply rolling a die
>to see if you solved the riddle is icky). I also would
>like to avoid insulting my players ("I don't think
>you'r as smart as your character so here's a blatant
>hint...")
>

When I'm playing riddles, it's all very simple, either
the players/PCs answer it or suffer the consequences.
Riddles are things that anyone can have a flash of
insight and answer. Sometimes, being too smart is a
handicap when answering riddles, because your pattern
of thinking is too logical, and sometimes it takes a
leap of illogic to answer a riddle. Idiot savant and
all that kind of stuff. Give a hint if you must, but
when i ask my players a riddle, SOMEONE better answer
it whether it be the fighter with the INT of 7 or our
resident egghead, Thelonius Mage.

to qualify this statement, I usually only use riddles
to add a bit of color to the game, rarely as a major
plot devise that the characters must answer correctly
or be unable to complete the adventure. If a major
clue to the plot is a scroll with a riddle or puzzle
on it, then they may pick up clues along the way.
However, to get the answer, someone has still go to 
come up with it. 

Mike
Newsgroups: rec.games.frp
From: cbergstr@magnus.acs.ohio-state.edu (Chris N Bergstresser)
Subject: Re: AD&D:  Problems with 1st ed. Bard
Organization: The Ohio State University
Date: Tue, 7 Apr 1992 20:44:49 GMT

     The second edition screwed up the bard by making it a Thief subclass?  
Excuse me?  Hello?

     The Bard class is located after the Thief class.  There is NO connection.
Check the book before you open your mouth.
From: jpk2581@tesla.njit.edu
Newsgroups: rec.games.frp
Subject: DMing Question: Player/Character IQ differences
Date: 16 Apr 92 22:10:36 GMT
Organization: New Jersey Institute of Technology


What is the best way to resolve a difference in the
intelligence of a player and the intelligence of 
his/her character?

I am thinking specifically of a situation where all
the PLAYERS were stumped by a particular riddle, but
several of the CHARACTERS had Int's of 18 and would 
have been able to solve it easily.

I'm looking for a technique which evens the effective
IQ's of the character and player, but still has the
player do some thinking (i.e. simply rolling a die
to see if you solved the riddle is icky). I also would
like to avoid insulting my players ("I don't think
you'r as smart as your character so here's a blatant
hint...")

Anybody got any good ideas?

- JPK
From: ward1@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp
Subject: Re:  Shadowrun: Looting bodies
Date: 6 Apr 92 05:39:17 GMT
Article-I.D.: husc8.ward1.702538757

wildcard@nevada.edu ( WildCard !!) writes:

>In article <1992Apr4.014412.16481@lopez.UUCP> fizban@lopez.UUCP (Jason Hamari) writes:
>>Now, I also need some Gamemaster hints.  What is done about the weapons of
>>adversaries when you defeat them in combat?  Could the runners take all of
>>their weapons (as much as they could carry) and sell them?

>Ah yes. Again "I-loot-the-dead-bodies" syndrome rears its ugly head. :)
>Really though, if they feel that they really want to take the stuff, let them.
>Just keep in mind that it takes *time* to thoroughly search a body and
>collect the valuables. Time is not something shadowrunners have alot of when
>on the job.  Remeber that if you want to sell them, they gotta fence them and
>the fixer will only give them about one-third of the listed value.  A couple
>hundred nuyen ain't worth the extra holes in your head you got from sticking
>around.

Looting is a Good THing (tm) but not for weapons.  Wrist phones, pocket secs,
personal computers, and credsticks or corp cards are all very useful for
finding out who the hell is after you (this time).  Although don't count
too much on the last two.  Always check chip/data jacks.  DocWagon bracelets
can be illuminating as well.  BTW, all this assumes a good decker, for
the most part.

Of course, if it's just a snatch and grab, leave 'em where they're lying.
(Laying? Lying?  I'm no English major.)

Wordman

"Love teaches even asses to dance."
                        -- French proverb
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.frp
Subject: Re: Cyberpunk netrunner question
Date: 16 Apr 92 00:22:20 GMT
Organization: University of California, San Diego

In article <1992Apr15.120322.1@eagle.wesleyan.edu> jkirn@eagle.wesleyan.edu writes:
>To those with experience in Cyberpunk.
>
...
>add a second CPU to a deck, and what the result would be (twice the memory?).

	A CPU has nothing to do with the memory of something (last I
checked out the computer scene, that is).  It'd certainly be
possible to add more memory to the machine, but based on the way
that netrunner programs run, the machine's memory may not be a major
problem (sorry, haven't read the CP2020 rules in a while) --
REALISTICALLY speaking.  Game-wise, you'd have to find a way to
expand the memory...new chips, etc.
	As for what adding a CPU would do...
		...where are you planning to put it?

	Try doing this with your average home computer.  To
successfully add a new CPU you'll basically be redesigning the
entire system unless it was specifically designed from the outset to
be expandable.  An added CPU will increase the deck speed and not
much more.  I don't recall the rules well, so I can't give anymore
information on this.  If I were running the game, I'd first make the
netrunner make a few difficult rolls to jury-rig the entire
motherboard of his deck to allow an added CPU to be inserted.  Then
some more rolls to see if he's got it all right.
	Then I'd judge the added CPU as either a bonus to his rolls
while in the net, or extra speed (don't remember if there IS such a
thing as "speed" in CP2020...in my game and in GURPS Cyberpunk there
is...)
From: ratinox@meceng.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Newsgroups: rec.games.frp
Subject: Re: CHAMP: 1/2d6 vs d6-1
Date: 13 Apr 92 02:15:01 GMT
	<2w4t0c#@rpi.edu> <1992Apr10.195849.1779@news.Hawaii.Edu>
	<RATINOX.92Apr10184011@splinter.coe.northeastern.edu>
	<1992Apr10.235313.3637@cco.caltech.edu>
Reply-To: ratinox@meceng.coe.northeastern.edu
Distribution: usa
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
In-reply-to: laurence@cco.caltech.edu's message of 10 Apr 92 23:53:13 GMT
X-Signature-Virus-Protection: Version 1.51
X-Quote: "It's a small world, but I wouldn't want to have to paint it."
X-Quote: -- Steven Wright
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]

>>>>> On 10 Apr 92 23:53:13 GMT, laurence@cco.caltech.edu (Dustin Lee Laurence) said:

>Now wait a minute here. HERO has no such thing as a max damage on a
>``critical hit'' (I assume you mean when you roll a 3 on a to hit roll). If
>it does, I'd appreciate it being pointed out somewhere, as I've yet to see
>it anywhere in any HERO book.

laurence> It is in FH, at least, under optional rules.  Might also be in
laurence> Ninja Hero.  I think that the rule is that if your roll is less
laurence> than half what you need, they you do a maximum damage hit.

It is in Ninja Hero, it works as you describe, and is marked by that
now-familiar ``STOP'' sign and a big warning saying: this is wildly
unbalancing and makes combat extremely lethal.

From several bad experiences with these kinds of rules, DO NOT USE THEM
UNLESS YOU WANT CHARACTERS TO DIE. They *WILL* die. I've lost two
characters this way, both senselessly, because someone was lucky enough to
roll a 3 with attacks they'd normally have survived.

--Rat, (the late Lynx and Serpentine)
--
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
                                                   __        ___ 
Richard Pieri, Northeastern's Stainless Steel Rat/   | /| / /   | The Worlds
Internet: ratinox@splinter.coe.northeastern.edu /__  |/ |/ / /| | Welfare Works
    UUCP: ...!northeastern.edu!splinter!ratinox/   | /| / / / | | Association:
  BITNET: UA_RLP@NUHUB{.BITNET}               /__  |/ |/ / /  | | I will solve
  USNail: 14 Westdale RD  Holbrook, MA 02343 /   | /| / / /___| | any problem
 ICBMnet: 42 deg 1 min N, 71 deg 0 min W    /    |/ |/ /_//_____| for you.
Newsgroups: rec.games.frp,rec.arts.startrek.misc
From: rawdon@cabrales.cs.wisc.edu (Michael Rawdon)
Subject: Re: Star Trek RPG
Reply-To: rawdon@cabrales.cs.wisc.edu
Organization: University of Wisconsin Computer Sciences Dept., Madison, WI
Distribution: na
Date: Wed, 8 Apr 1992 21:23:14 GMT

In <Steve.007c@celeborn.UUCP> Steve@celeborn.UUCP (Steve Slade) writes:
>does anyone have any information on the rumor that west end games is coming out
>with a new star trek rpg game to replace the one fasa did?

No, but Task Force/ADB is ostensibly working on a Star Fleet Battles RPG
(which I somehow think has been in the works for a while).

Has FASA's game (or the company) gone under?

-- 
Michael Rawdon
rawdon@cabrales.cs.wisc.edu
University of Wisconsin Computer Sciences Department, Madison, WI

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