HDTenEightyP/NetNews huggingface dataset:
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: FANTASY HERO: duration for spells
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Sun, 13 Dec 1992 04:00:10 GMT

hague@cat27.cs.wisc.edu (Vince Hague) writes:
>One of the problems I'm having with spells concerns duration. I know that 
>there are several ways in which to get the different types of duration:
...
>   Here are the things which I want to be able to do:
>     1) duration of up to a day (for low power spells) 
>     2) duration of up to a couple of hours (med power spells)
>     3) spells cast on others which last for more than one
>	phase; caster pays END when spell is cast (but not
>	huge amounts)
>         * like a magic resistance spell or missle deflection
>     4) really LONG duration spells (curses)

	The simplest way to set specific durations is by Continuous Charges, 
just require the proper level on the time chart: several hours, a day, a 
year, etc. This can be made to cost END by taking a limitation "Costs END", 
which overrides the 0END from Charges. For a long duration Power, to pay END 
only at the start is probably a -0 limitation, however. 
	This has the problem that you are restricted to a specific number of 
charges. If you don't like this, you can take Uncontrolled on the power, and 
upon casting, feed it enough END to run the required length of time. This 
does not have a fixed duration 'built in' to it, but you can limit the power 
so that it can only be cast with a certain duration. (i.e. -1/4 "Must put in 
enough END for 2 hours") 
	There is a problem with this, in that the only way to effectively 
build the really long duration spells is to make the power Zero END (or it
would cost far too much END). This is a restricted power, and rightly so, 
because it is really nasty - the power will last indefinitely until the 
release condition is applied. 

	My suggestion for dealing with this would be to invent a new 
advantage: "Fixed Duration Uncontrolled" - in which, upon paying just the 
base END cost, the power will run uncontrolled for a fixed period of time, 
just like Uncontrolled. The cost is +1/4 per level up the Time Chart, 
starting from One Phase, of course. Thus, 1 turn Uncontrolled would be 
+1/4, 1 Minute Uncontrolled would be +1/2, etc. 
	This is pretty much balanced with Uncontrolled as it now stands, 
and Continuous Charges, IMO. 

>
>  Lastly, can the DELAYED EFFECT advantage be used as follows:
>     An armor spell which will activate when the wizard is attacked...

	This sounds like a use of the "Trigger" advantage, instead. I forget 
the details here - but it is explained in the Advantage section. 

-------------------------------------------------------------------------
John Kim                    | "ALERT: /Earth is 75% full - please delete 
jhk6@cunixb.cc.columbia.edu | all extraneous people."
Columbia University         |
From: jjas@acs.nntp-read.bu.edu (Jason Stephenson)
Newsgroups: rec.games.frp.misc
Subject: Autoburst in Palladium
Date: 20 Dec 92 02:49:04 GMT
Distribution: rec
Organization: Boston University Information Technology Boston, MA USA

Here's one for the Palladium fans out there (who seem to be rather
limited in number on this group).  I wrote this at the request of a
player in one of my campaigns.  Hope you enjoy!

NEW RULE: Burst Limiters
Some full automatic weapons (the M16A2 for example) come equipped with
a device known as a Burst Limiter.  These devices are designed to
prevent wasted ammunition and limit the number of rounds discharged
each time the trigger is pulled to three.  In game terms this feature
has the following effect:

Bonus to Strike: +1
Fires three rounds.  Damage equals normal damage from one roundX2.
Can only be used against one target.  (May not be used in a Spray!)
When firing Wild there is no bonus to strike (for trained characters)
or a -6 penalty to strike (for untrained characters).  Damage from
such a burst is not doubled, i.e. normal damage from one round, when
firing Wild.  (Treated as a Wild shot from a semi-automatic weapon.)
From: overmon@kuhub.cc.ukans.edu
Newsgroups: rec.games.frp.misc
Subject: SRII: Are mages in SRII too powerful?
Date: 19 Dec 92 11:15:05 CST
Organization: University of Kansas Academic Computing Services


As for mages being too powerful in SR II, try my strategy as a G.M.:

	Surplus Street Sami' (from my campaign, partial stats)
		Str: 6
		Will: 6
		Reaction: 9 + 2 or 3 d6 (depends on mood)
		Armed: 6
		Unarmed: 6
		Firearms: 6
Any of a variety of equipment, and of course, a smartgun link. And
don't think for a moment there aren't plenty of these guys! Although I
can't quite justify it in 20 words or less, these guys are my
'grunts'. Meaner versions tend to really upset the party, as do large
numbers of these guys (i.e., 25+). If you want to kill off civilians
or innocents in my campaign, go ahead. They will be real easy to mow
through for a shadowrun team, but heaven help you if I feel vicious
that day and there is someone amoung them who knows what is going on.
And even if there isn't, there is always an extremely heavy response
team, biker gang, or other nasty just around the next corner.
Coincidence? NOT!!! :) (No campaign secrets revealed here, at least no
yet!)
 
**************************$$$$WINNER!!!$$$$************************************
>>>>>[ Nobody Panic.				Overmon@kuhub.cc.ukans.edu
I'm a trained Professional.			Overmon@ukanvax.bitnet
What did this button do again? ]<<<<<		Neil Overmon.
	-the FrINgE!!! (!)  <Cathdral-X! (!)>
*******************************************************************************
Newsgroups: rec.games.frp.misc
From: J.P.Brannan <J.P.Brannan@cornell.edu>
Subject: Amber Diceless Roleplaying: Shadow Knight?
X-Xxdate: Tue, 15 Dec 92 00: 34:16 GMT
Nntp-Posting-User: jpb1@cornell.edu
Organization: Cornell University
X-Useragent: Nuntius v1.1.1d7
Date: Wed, 16 Dec 1992 00:31:05 GMT

Has anyone heard about an Amber Dicless Roleplaying Supplement called
_Shadow Knight_ being released?  I had heard it was going to be released
in November, and have since heard conflicting stories about whether it
was released at all or if a riduculously small number of copies were
printed.

From the name, I would assume this is an update of the original rpg book,
which lacked information about some of the later Amber Chronicles.

Anybody.......Anybody....Bueller?

--------------------------------
J.P. Brannan
J.P.Brannan@cornell.edu
Newsgroups: rec.games.frp.misc
From: phatch@solstice.slc.mentorg.com (Phill Hatch (CONTRACTOR Documentation))
Subject: Re: T$R and Science Fiction RPGs
Followup-To: rec.games.frp.misc
Organization: Mentor Graphics Corp.,  Murray, Utah
Date: Tue, 15 Dec 1992 20:55:42 GMT

In article <BzBCLB.5xy@news.cso.uiuc.edu>, irvine@uxh.cso.uiuc.edu (Brent Irvine) writes:

> 
> 
> Oh, I wonder how T$R will attempt to go into cyberpunk. 
> *shudder*
> 
They already did with DARK SUN.

*	Decking		=	Psionics
*	Net		=	Telepathic Communication
*	Deadly Combat	=	Super stat levels/low amount of preistmagic
*	Corporations	=	Sorcerer Kings and Templars
*	Runners		=	Alliance and Player Adventurers
*	"Monster" PCs	=	Muls, Half giants, Thri-kreens
*	High tech		Magic is only legal for Templars and
	for upper	=	Sorcerer Kings
	class	
*	Metro Complex	+	City States.
	culture

While the correlation is not always one to one, there are 
enough crossovers that Dark Sun is arguably "fantasypunk"
with cyber replaced with psionics.

Phil
Newsgroups: rec.games.frp.misc
From: mavra@cpac.washington.edu (Peter D. Adkison)
Subject: Re: Palladium/Wizards of the Coast Lawsuit
Organization: Wizards of the Coast, Inc.
	<1992Dec17.223531.4921@oz.plymouth.edu>
	<MAVRA.92Dec17175908@bailey.cpac.washington.edu>
	<BzFwuL.s8@news.cso.uiuc.edu>
Date: Fri, 18 Dec 1992 18:19:38 GMT

In article <BzFwuL.s8@news.cso.uiuc.edu> irvine@uxh.cso.uiuc.edu (Brent Irvine) writes:

>   I think that Palladium is getting a bit crazy - after all how can 
>   TPO even be perceived as a threat?  What was their specific bitch
>   anyway?

We used their trademarks (legally, we assert) to refer to how to use
TPO with their game.

				--Mavra!
				  Peter D. Adkison
				  Janitor, Wizards of the Coast
				  mavra@wizards.com

The above internet address should be used for e-mail if it is
different from the e-mail address in the header.
From: dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC)
Subject: Re: T$R and Science Fiction RPGs
Organization: University of Massachusetts, Amherst
Date: Wed, 16 Dec 1992 18:41:57 GMT

In article <BzBCLB.5xy@news.cso.uiuc.edu> irvine@uxh.cso.uiuc.edu (Brent Irvine) writes:

>Oh, I wonder how T$R will attempt to go into cyberpunk. 
>*shudder*

I have an idea on that.  DRAGONPUNK.  Magic based technology and stuff.  I ran
an adventure in a Dragonpunk setting and it turned out pretty cool.  If anyone
wants the info on it, I'll send it to you. 

P.S.- I did not mean that T$R had a Dragonpunk setting in the works, but hell,
      their fantasy-based space travel worked out for them.  They will 
      probably do something like this soon.

Dunkelzahn

-- 
_____________________________________________________________________________
| Dunkelzahn the Greater Western Dragon | "Eternal vigilance is the price   |
| Dunkelza@titan.ucc.umass.edu          |  of Freedom"                      |
-----------------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: burdickd@silver.ucs.indiana.edu (Dakin Burdick)
Subject: Re: Swashbuckling
Organization: Indiana University
Date: Sun, 13 Dec 1992 15:00:14 GMT

I'd say my favorite game in this genre is "Flashing Blades."  The
game itself gives a lot of information on the period, and includes
descriptions of various military units that the prospective musketeers
can join (this game may not be very compatible with Ars Magica after
all) as well as promotion charts.  The other nice thing about it is
that there are a number of modules out for it, and all are uniformly
good (they have the same feel as "Daredevil Adventures" if you 
remember that series).  The modules include adventures in Paris
and the Caribbean, as well as number plots involving Cardinal
Richilieu.  Good stuff, and usually priced quite low.

Have fun!

Dakin
burdickd@silver.ucs.indiana.edu



Newsgroups: rec.games.frp.misc
From: dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC)
Subject: Re: Palladium/WotC Lawsuit--How You Can Help
Organization: University of Massachusetts, Amherst
Date: Fri, 18 Dec 1992 15:02:17 GMT

In article <1992Dec18.113844.3212@odin.diku.dk> torbenm@diku.dk (Torben AEgidius Mogensen) writes:
>mavra@cpac.washington.edu (Peter D. Adkison) writes:
>
>least had this. I don't know if the new Hero system does. The very
>best would, of course, be if you could find an example of Palladium
>Games doing this.
>
>	Torben Mogensen (torbenm@diku.dk)

  ACTUALLY......     AHAH!!!!   If you can prove that Kevin Siembda's 
Palladium system is derived from AD&D (Which it is.).   See if you can 
find some old Palladium stuff, as well as his LICENSED Judge's Guild stuff.
If you can find a similarity or a continuing trend, you may be able to prove 
that Kevin Siembda himself has done the same stuff, and just not gotten 
caught (Or T$R didn't see anything wrong with it.).
  This is all grasping at straws, because I don't personally know of any
CONCRETE proof that would substantiate it, but the facts are there.....
...someplace.

Dunkelzahn

And yes, I do hate Palladium.

                                /\
                                ||
                                ||
                                ||       Yes Folks, it
                                ||       most certainly
                                ||       is one of those
                                ||       stinking swords
                                ||       that nobody is
                                ||       sure what they 
                                ||       should call it,
                                ||       because someone
                                ||       says it's a
                               _||_      CLAYMORE, and
                               \||/      another guy 
                                ||       says it's a  
                           ^\   ||   /^  ZWEIHAENDER.
                              \_||_/
                                ()
                                ()
                                ()
                                ()
                                /\
                                --


Newsgroups: rec.games.frp.misc
From: mavra@cpac.washington.edu (Peter D. Adkison)
Subject: Palladium/WotC Lawsuit--How You Can Help
Organization: Wizards of the Coast, Inc.
Date: Fri, 18 Dec 1992 02:24:36 GMT

Several people have asked me what they can do to help.  First of all,
I really appreciate these offers--it warms my heart that in the short
time we've been in this industry (TPO came out in April) we've been
able to gain such strong support from the gaming enthusiasts we've
always wanted to serve.

Things you can do to help:

1. Write or call the Game Manufacturers Association (GAMA), or any of
its officers, expressing your support for our position.  The address
of GAMA is:

	GAMA
	PO Box 570
	Grinnell, IA 50112

The address & phone numbers of GAMA's executive director is:

	Winston Hamilton
	822 4th Ave
	Grinnell, IA 50112
	Ph: 515/236-5027
	Fax: 515/236-6666

The addresses and phone numbers of GAMA's officers are:

	Frank Chadwick, President
	Game Designers' Workshop
	PO Box 1646
	Bloomington, IL 61702
	Ph: 309/452-3632
	Fax: 309/454-3127

	Darwin Bromley, Vice President
	Mayfair Games Inc.
	PO Box 48539
	Niles, IL 60648
	Ph: 708/647-9650
	Fax: 708/647-0939

	Anne Bennett, Secretary
	Game Designers' Workshop
	PO Box 1646
	Bloomington, IL 61702
	Ph: 309/452-3632
	Fax: 309/454-3127

	Bruce Neidlinger, Treasurer
	Iron Crown Enterprises
	PO Box 1605
	Charlottesville, VA 22902
	804/295-4280

2. Promote our products.  Getting through this is going to take money,
and our primary source of money is through sales.  Aside from buying
our products, you can tell your local retailers about this situation
and see if they'll help promote us a bit, you can tell all your
friends and associates, and you can promote our products at
conventions by running games--particularly games designed and
advertised as introductory games.  Talislanta is ideal for this.

(gads, that sounds like shameless)

3. Help increase our press coverage by submitting articles about our
products to magazines and amateur publications.

4. Let us know how you feel.  We really don't want to do anything
wrong, and we enjoy getting feedback, pro or con, about what we're
doing.

Steve Spencer graciously mentioned writing for us for free.  We
appreciate offers like this but we can't accept them--it puts us into
a conflict of interest and really isn't fair to free lance authors who
are trying to earn a living through writing.  As I mentiond above, if
you want to help us through writing, submit articles or letters to the
editor to various magainzes and amateur publications.

If anyone can think of anything to add to this list, please do so and
I'll comment on it next time I'm on usenet.

				--Mavra!
				  Peter D. Adkison
				  Janitor, Wizards of the Coast
				  mavra@wizards.com

The above internet address should be used for e-mail if it is
different from the e-mail address in the header.
Newsgroups: rec.games.frp.misc
From: stv@unislc.uucp (Steve Spencer)
Subject: Re: Traveling speeds by horse question
X-Newsreader: TIN [version 1.1 PL6]
Organization: Unisys Corporation SLC
Date: Wed, 16 Dec 1992 20:54:43 GMT

Okay, I've asked around about this question, and here's what I've come up with:
Man walking, in no particular hurry, but making a decent pace, will cover
about 20 miles per day. 
Horse walking, in no particular hurry, but making a decent pace, will cover
about 50 miles per day. 
Horse runninf full tilt for short distances, about 40 mph.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| It's the sputter of a raindrop. It's the sunlight on my face |
| My mind's eye into other realms. It's my paradise escape.    |
| Steve Spencer	SLC, Utah 	stv@unislc.slc.unisys.com      |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
From: acadams@afterlife.ncsc.mil (Arthur C. Adams)
Newsgroups: rec.games.frp.misc
Subject: Re: T$R and Science Fiction RPGs
Date: 15 Dec 92 23:53:58 GMT
Organization: The Great Beyond

In article <BzBCLB.5xy@news.cso.uiuc.edu> irvine@uxh.cso.uiuc.edu (Brent Irvine) writes:
>
>Oh, I wonder how T$R will attempt to go into cyberpunk. 
>*shudder*

And well you should shudder.

Buck Rogers HAS a cyberpunk feel. (OK, I bought. So sue me. I sold it
later. It stunk on ice.)

The setting is markedly dystopian.
There's lots'o corruption.
Mega-corps are powerful.

Admittedly, there's no net-running rules, and I can't remember if there's
cybertech rules, but the game has a cyberpunk feel - sort of.
-- 
We need not fear those who do evil in the name of evil, but Heaven
protect us from those who do evil in the name of good.
Arthur C. Adams acadams@afterlife.ncsc.mil            	<fnord>
No, I'm not the Arthur Adams who draws comic books. Don't even ask.
Newsgroups: rec.games.frp.misc
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Subject: Re: RQ - Combat System Modification
Organization: Purdue University
Date: Wed, 16 Dec 1992 02:44:59 GMT





My only requests for any RQ combat system modifications:



Go for "realism" over "balance".  (Note that I put quotes around each.)

What I mean is that if it is closer to "real life" or "feeling real" for
a combat mechanism to work a particular way GO FOR IT!!!  REGARDLESS of
what it does to "game balance".  The original RQ was a veritable work of
art for much of this reason.  It didn't have as much of a feel of wargame-
style balancing found in other rpgs extant at the time.  Instead, it had
a model--Glorantha, and it developed it.  It had internal consistency
and a better attempt at modelling those "real-world" activities which
it modelled than most of what was out at the time.  Keep those features
and bring RQ up to state-of-the-art in order to do so.  It is what dragged
me away from D&D and towards RQ in the first place.
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: RMCVI
Date: 18 Dec 92 16:13:42 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <Jason_Mulligan.02ks@camelot.apana.org.au>, Jason_Mulligan@camelot.apana.org.au (Jason Mulligan) writes:
|> Has anyone got Rolemaster Companion 6? What do you think of it. Are they
|> going too far with all these companions.
|> 
|> How many out there play RM?

  I do, and I've both bought and read it. Well, what can you say... it's another
one. Some good ideas ( weapon lengths, unified skill system... ) some absolute
munchkinism ( +5/rank for any skill, and any rank ), some are rather useless
( the 6-/90/120 spell levels ).

  All in all, many ideas, most of which have to be adapted ( I think of the
new damage/crit system, which starts from a good intend and is in the end more
complex than the original ).

  Anyway, what Rolemaster needs badly is a unified RULES system ( complete
overhaul and summary, clarifications... ). A brand new Character Law, Spell Law
and Arms Law...

								Redwing.
Newsgroups: rec.games.frp.misc
From: tbpho@rodan.acs.syr.edu (Lazarus Churchyard)
Subject: Re: Does anyone have an opinion on MEKTON II?
Summary: Fairly cool
Keywords: MEKTON 2
Organization: Syracuse University, Syracuse, NY
Date: Sun, 13 Dec 92 16:02:32 EST

As far as RTal doing Appleseed, I'm all for it! I think that Appleseed is 
anime (or manga, actually, the comics are far better than the OAV) which
would be better suited to the Cyberpunk rules. Though they are superficially
similar to those of MEKTON II, there are more situational rules and such.
Friday Night Firefight, with its meticulous attention to ammunition loads
and delivery systems, would be key to a  good Appleseed game.


		Just my thoughts,


		Lazarus Churchyard,
		Rabid Shirow Fan



Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: T$R Newest "Product"
Followup-To: rec.games.frp.advocacy
Organization: The Ohio State University
Date: Fri, 18 Dec 1992 13:56:17 GMT

In article <BzFKFB.2Cv@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>cadams@afterlife.ncsc.mil (Arthur C. Adams) writes:
> > A Hardbound version of the 1993 Catalog.
>
>Groan. How does this company stay in business? (They'll probably sell 100,000
>copies as well... :-(
>
>BTW, didn't some British miniatures company (Citadel?) start this trend by
>selling their hardbound catalog of miniatures?

Actually, for the trade the Hardbound isn't too bad of an idea.  Our local
bookstore will order minatures for you, and the "stapled" catalogs are often
torn to pieces within a few weeks.

(Of course, I hope they're still mailing the free stapled ones to people who
get them (somehow I ended up on the mailing list).

-Coyt



Newsgroups: rec.games.frp.misc
From: samik@maths.tcd.ie (Samik Sen)
Subject: Rolemaster-speed
Summary: movement speed in RM
Keywords: speed,RM
Organization: Dept. of Maths, Trinity College, Dublin, Ireland.
Date: Fri, 18 Dec 1992 12:46:39 GMT

 A little thing,but every bit helps,which I always found annoying about RM
was the movement speed.You have your base 50ft/rnd walk then up to 250ft/rnd
dash,with modifiers due to height,quickness,...The little thing I suggest is 
that you don't add the quickness bonus to your base movement rate,but add it
to your dash rate.So you no longer have carl lewis beating sprinters all over
the place(your thief with quickness bonus of say +20,gives him 70ft/rnd base->
350ft/rnd dash!!! which is faster than 100m in 10 seconds with ease(and +20
quickness bonus big though it may be is by no means world leading since you
would expect carl to have say +35 bonus,approx.).
 So this gives the +20 bonus lad(or lass) a dash rate of 250+20=270ft/rnd
which is not bad at at 100 yards in 11.11 sec!,your average +0 quickness person
dash's at 100 yards in 12 seconds which is good since under the normal rules
the fast person runs at 350ft/rnd=100 yards in 8.6 s,approx.
 If for completeness you want carl to be able to run below 10sec 100 meters
which we know he can do,it's easy.1)Have a spint skill which you can only 
develop to a max of your quickness bonus(i.e.By training he could get a further
+35 quickness),and 2)Equipment,say he has +10 quickness runners which I am sure
he does.this gives him 250+35+35+10=330ft/rnd,not including the at least +5
he'd get for his height.(this gives him a rate of 100 meters in 9.94 sec 
without height mod,and 9.79 with it,so hop to it carl you can go faster than
that.). 


Samik,the petty.

P.S.Of course a person would still hardly be able to dash on  rough surface
etc..and would be at penalties for trying so..roll on MM table etc.
From: lward@husc11.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp.misc
Subject: Re: SR:New Releases
Keywords: Grimoire II
Date: 17 Dec 92 20:05:21 GMT
Article-I.D.: husc11.lward.724622721

mancinis@mentor.cc.purdue.edu (steven mancini) writes:

>In article <1992Dec16.083555.1353@jhunix.hcf.jhu.edu> wntrmute@jhunix.hcf.jhu.edu (August Paul Yang) writes:
>>If someone buys this and has the Original Grimoire could he/she/it please
>>either e-mail me or post a comparison on the info found inside?
>>If there are *MAJOR* changes to the Original Grimoire rules I might
>>consider buying it, otherwise...

>	There are new powers; a contact on another group told us about
>	a new power->  Spell Anchoring. It is gross. So there will
>	be some additions...

>	Spell Anchoring? basically it allows you to contigently link one
>	spell to another from what I have been told, like, for example
>	linking a Hellblast to a Detect Enemies.

This can be very cool, essentially programming spells.

>	'Scuse me whilst I go toss my cookies.
>							Minotaur


>-- 

>+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
>| Steve Mancini (a.k.a. The Minotaur) | mancinis@mentor.cc.purdue.edu   |
>|    Grad Student {Dazed & Confused}  | mancinis@vm.cc.purdue.edu       |