HDTenEightyP/NetNews huggingface dataset:
From: millman@indigo.bear.com (Phillip Millman)
Newsgroups: rec.games.frp.dnd
Subject: Any Kender Stats???
Date: 8 Oct 92 19:06:43 GMT
X-Newsreader: TIN [version 1.1 PL6]


One of the players in my new game wants to play a KENDER (out of the DRAGONLANCE
 Series).  I don't have any real objections but I haven't spent a lot of time
thinking about it either.  Instead of re-inventing the wheel (and reading
Dragonlance Chronicles before Sunday) I'd like any information that you may
have.

Currently I'm thinking of a halfling Fighter with some modifiers.  Let me
know.

advTHANKSance

Phillip Millman
millman@bear.com
--
Phillip Millman					millman@bear.com
The opinions expressed are those of Phillip Millman and not that of 
Bear Stearns & Co. Inc.  I think it is better that way.
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: A modest proposal concerning HEALING
Date: 9 Oct 92 03:04:49 GMT
Article-I.D.: blue.7114
Organization: University of Pittsburgh
Originator: seawasp@unixd2.cis.pitt.edu

In article <1992Oct8.132550.1426@ccsvax.sfasu.edu> z_copeab@ccsvax.sfasu.edu writes:
>In article <7064@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>> 	I believe this was from the Arduin Grimoires: 
>> 	Cure Light: up to 25% of the recipients maximum HP
>> 	Cure Medium: up to 50%
>> 	Cure Serious: up to 75%
>> 	Cure Critical: up to 100%

>	Consider two fighters, one first level with 7 hp, and the other tenth
>level, with 70 hp. A first level priest, using CLW, can only heal 2 points on
>the first fighter, but 18 (!) on the second one. Is this right? No.

	Yes, it is.

	The point is that the spell is supposed to CURE LIGHT WOUNDS. 
a 2 point heal on that 70 HP fighter isn't a light wound, it's a SCRATCH.
Cure spells should heal precisely the same PROPORTIONAL damage on the
characters, otherwise things like low-level cures become absolutely
useless... which is wrong. 

>	Remember that hps gained after first level mainly reflect skill and
>luck, *not* an increase in actually physical ability to take damage.

	Not necessarily. It's also duck and dodge and "wind" factor...
which healing could easily restore.

	Since the game mechanics NEVER, EVER differentiate between these
so-called different kinds of hit points, neither should the Healing
spells. They should heal wounds of proportionate severity in proportionate
ways.


                                 Sea Wasp
                                   /^\
                                   ;;;
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Wed,  7 Oct 1992 00:06:17 -0400 
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Subject: Re: Killing Liches with Staves of the Magi, HA!!!
Distribution: na

Seriously, I was just joking around about the staff thing!

But, liches are not the most powerful beings.  I speak mainly from
having read the old and new monster manuals/compendiums.  I have never
personally faced a Type VI demon, or broken my "spare" staff of the
magi.  I also don't abuse henchmen.  If an evil mage of mine needs
something messy done, he'll usually charm someone who's not bright
enough to figure out that it will hurt them.

Back to liches, they do pale in comparison to some Ravenloft monsters
and Athasian(Dark Sun) beasties.

The first example that comes to mind is the greater mummy.  I don't
remember everything about them, but I do remember that they all are evil
clerics above 18th lvl and have elevated Wis scores.  Their mummy rot is
also a bit nastier than normal mummies.

PS.  In my campaign, a lich is a lot harder to kill than the books say. 
Most likely, the "dead" lich will return when you least expect it.
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From: covin@tartarus.uchicago.edu (David Covin)
Newsgroups: rec.games.frp.dnd
Subject: Re: Enchanted weapons to hit...
Date: 13 Oct 92 23:59:32 GMT
	<1992Oct13.164527.6784@samba.oit.unc.edu>
Organization: University of Chicago Computer Science

In article <1992Oct13.164527.6784@samba.oit.unc.edu> cptully@med.unc.edu (Christopher P. Tully,Pathology,62699) writes:

[ Discussion of rationalizing high hit-dice monsters' ability to harm
  hit-only-by-magic-weapons monsters as stemming from their nature as
  "creatures of legend." ]

   You forgot one minor problem in that discussion: Barbarians

   According to _Unearthed Arcana_ higher level (>4) barbarians can hit
   creatures with normal weapons that others can only hit with a +1 and
   etc as levels go up.  Does this fit into the creatures of legend
   catagory?

Yes.  Though actually I'd prefer to avoid having to deal with
Barbarians at all.  The UA is well-known as the "munchkin handbook"
for its two sub-classes, the barbarian and the cavalier, each of which
is a fighter sub-class that's tougher in ordinary combat than a
straight fighter...

For that matter, if I went by the "creatures of legend" rationale I
wouldn't be too averse to allowing very high-level fighters of any
sort to harm hit-only-by-magic creatures; but the ability wouldn't
start until at *least* Name level.

--
David Covin                           covin@despair.uchicago.edu
Newsgroups: rec.games.frp.dnd
From: mage@en.ecn.purdue.edu (Mage)
Newsgroups: rec.games.frp.dnd
Subject: Re: Prismathic Sphere
Date: 8 Oct 92 03:27:34 GMT
Organization: Purdue University Engineering Computer Network

In article <1992Oct8.005040.19579@leland.Stanford.EDU> thedm@leland.Stanford.EDU (Marcus M. Trevino) writes:
>
>In the AD&D game(1st edition I think) there is a spell named something to the
>effect of force sphere.  It is a relatively high level spell, btwn 6th and 8th,
>and it allows the caster to be protected from the environment around him.  The
>inner sphere of a prismatic sphere is a take off of that spell, so I believe
>that the caster would be impervious to the effects of his environment for the
>duration of the spell.  Poisons, Gases, spell like effects would fail to 
>penetrate the prismatic sphere due to its multiplictate nature of prismatic
>barriers.  So while during the duration of the spell the inner sphere would
>be an ideal place to stay while there is harmful and possibly deadly effects
>within the area of the caster, prismatic sphere excluded.
>
>TheDM @ Stanford.edu
>
>Marcus Trevino

Force Sphere?, Is this a take off on Wall of Force or perhaps Cube of Force,
They each would be able to protect the user from some of the effects but not
all, necessarily.  I'm looking through the PH and UA (both first edition) 
and cannot find the spell you are quoting, perhaps you may be able to post 
it to us.  I see Otiluke's Freezing Sphere, but that isn't it.

hmm...
I don't know, I probably shouldn't post this letter, but I'm hoping someone
out there will reacte with an answer to which spell it is that your quoting.

Tony aka mage
.
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.dnd
Subject: Re: Intelligent opponents (Birth of Dracolich)
Date: 15 Oct 92 09:51:34 GMT
Organization: Chalmers Tekniska Lekskola, G|teborg, G|taland

In article <1992Oct12.233914.3@vortex.gici.com> laut@vortex.gici.com writes:
>In article <14954@chalmers.se>, d9bertil@dtek.chalmers.se (Bertil Jonell) writes:
>> [Is there any D&D trivia master who knows when the lich was invented and what
>> the first adventure involving a lich is named?]

>[Greenwoods dracoliches]

  Ok, perhaps I was unclear. I used the word invent in the meaning: "Ernie
Gygax invented the Beholder" and not "Mordekainen invented many spells".

  The only reference to Lich I've found in mainstream dictionaries have
been the word 'lichgate' which is the gate in the wall around a graveyard
where the corpses are taken in. 'Lich' is supposed to be an Old English 
word for 'corpse' which I can believe, remembering that the Swedish word for
'corpse' is 'lik' (pronounced liik, not lick:).

  I haven't managed to find a reference to a supernatural monster called lich,
so I have to assume that it is an D&D invention that got an old word for dead
body slapped on since a name for an undead was needed.

>Bill Laut			Internet:  laut@alien.gici.com

-bertil-
--
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
From: gt7803b@prism.gatech.EDU (Sub Zero)
Newsgroups: rec.games.frp.dnd
Subject: Re: The TSR Trap
Date: 16 Oct 92 23:46:41 GMT
Distribution: na
Organization: Georgia Institute of Technology

>In article <1992Oct11.080116.8813@leland.Stanford.EDU> loren@leland.Stanford.EDU (Elina Aulikki Compton) writes:
>>TSR should constantly acknowledge Tolkien ( as well as all fantasy 
>>authors ) for his works of the Hobbit and the Lord of the Rings, as
>>well as others such as the Simarilion.   Without the role-playing
>>public, TSR would be nothing.  

Tolkien was listed in the 1st ed DMG as one of the influences, although
Fritz Leiber and the author of the Conan stories were (correctly) listed as
more important influences.

I for one have never been a fan of Tolkien. He was dull and certainly not to
be compared with Leiber. I recommend the Leiber novels and the Lankhmar
setting to anyone looking for something a little less dull than Tolkien and
the Forgotten Realms.

-- 
A bird in hand is easily crushed lifeless.
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: Lich / Holy Swords
Date: 9 Oct 92 03:10:06 GMT
Article-I.D.: blue.7116
Organization: University of Pittsburgh
Originator: seawasp@unixd2.cis.pitt.edu

In article <70522@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>In article <7065@blue.cis.pitt.edu.UUCP> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>>	If you really want a level number, well, considering the power of
>>the item, I'd guess around 20th.

>Around 20th???  You're kidding, right? 

	Wrong.

 Most players don't even GET to
>20th level 

	Bingo!

>(unless they started at higher levels)..

	Bingo again! Most players I've seen DON'T start at first. And
if they do, generally they aren't concerned with what goodies they
get.

  By the time they
>do, he won't need a holy sword.

	EXACTLY! A HS shouldn't be something you NEED. It's something
useful and a neat reward, but not the be-all and end-all of your 
existence. If it IS (like, getting one at 5th or 7th level) then you should
have done something earthshakingly important to merit one.

	In other words, I was saying if you're just going to hand them
out at level "X", make "x" a very high number that most people will
never reach.


                                 Sea Wasp
                                   /^\
                                   ;;;
Newsgroups: rec.games.frp.dnd
From: digdug@iastate.edu (Doug V Tran)
Subject: Re: A question about dual class characters
Organization: Iowa State University, Ames IA
Date: Wed, 14 Oct 1992 19:09:55 GMT


>Actually, it would probably be a not-bad idea to change that to:

>A character can always use two small weapons.  If a fighter can use a
>short sword and a long sword, why not two short swords?  Two longswords is
>out of the question, but why not two short swords?


This is where logic dictates.  I let my character use whatever they want if
they are capable of it.  Two short-swords to a 7 foot fighter with a strenght
of < 18 would be like using 2 dagger.  In this case, let him.  
If the same fighter
wanted to use 2 long-sword, let him, but give him penalties.  However, if 
another fighter(5.5', STR 15) tried using 2 long-sword, HA, HA, good luck.

So, do what is logical.

later,
doug




Newsgroups: rec.games.frp.dnd
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Newsgroups: rec.games.frp.dnd
Subject: Re: house-rules
Date: 15 Oct 92 19:29:40 GMT
Article-I.D.: news.Bw6GtI.B1v
Distribution: usa
Organization: University of Illinois at Urbana

"Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:

>>The most effective tactic a fighter can use against a mage is one we
>>call the "LT special". Basically, pretend you are Lawrence Taylor and
>>the mage is a wimpy QB in the pocket. 
>>Axly

>I think I have a better analogy:  it's 1 on 1 and LT is trying to
>sack Randall Cunningham.  Looks bad for the linebacker.  Ok, now give
>Randall an uzi.  That sums the situation up pretty nicely I think.

Well, that's an nice analogy, but I've yet to see a mage who had a 
spell that could take down a fighter of equal experience in one round.
Sleep works at low levels, but only if the mage starts out a good distance
away. If he starts out in close, he can usually take the spell
and then put the mage on the floor. 

Axly
From: jw67+@andrew.cmu.edu (Jordan M. Wolbrum)
Newsgroups: rec.games.frp.dnd
Subject: Re: A modest proposal concerning HEALING
Date: 9 Oct 92 19:51:53 GMT
	<1992Oct8.132550.1426@ccsvax.sfasu.edu>
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA

I think the easiest way to clear this whole thing up is to change the
spell names into what they really do, therefore:

CLW=restore a small amount of hp
CSW=restore a moderate amount of hp
CCW=restore a large amount of hp
heal=restore almost all hp

Bear in mind that heal is much better than cure critical wounds, as it
also cures two diseases, or will remove parasitic infestation, or fix a
feeblemind.

\begindata{text,17029828}
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}\center{\smaller{at jw67@andrew.cmu.edu

}}\enddata{text,17029828}
From: iron@imag.fr (Francois Menneteau)
Newsgroups: rec.games.frp.dnd
Subject: Re: Critical Hits
Keywords: critical hits
Date: 10 Oct 92 10:44:44 GMT
Organization: IMAG Institute, University of Grenoble, France

In article <1992Oct4.195528.16250@aio.jsc.nasa.gov> kjenks@gothamcity.jsc.nasa.gov writes:
>I strongly recommend that you do NOT implement critical hits or fumbles
>in your game.  We've been over this several times already, but I'll
>reiterate.
>
>Since more monsters swing at PC's than vice versa, there's more chance
>for PC's to be injured by this rule.  Since monsters rarely swing very
>valuable weapons, it matters less to them if they drop their weapons
>than it does to PC's.  In short, critical hits and fumbles penalize
>player characters MUCH more than they do monsters.  It's just a matter
>of the numbers.
>


Unless (as I do) you lower for PC the value they need to make a critical hit.

The base is 20, and for each specialization point, you lower the base by one,
and for each two magical bonus, you also lower the base by one. Thus, a
warrior with a long sword +3, and specialist in this weapon, does a critical
strike on a roll of (20 - [3/2=1] - 1 [specialist] = ) 18 or higher.

Other bonus can be applied such a base critical of 19 for dwarves when
figthing giants.


Try it, and you'll see your players will love this system :-)


-- 
Francois Menneteau ()   __|||||__   () "... I had their lives in my hands
================== ()    /O   O\    () their fate their fortune in my visions
iron@imag.fr       ()    - .|. -    () No one believed in my true prophecy
================== ()     \=^=/     () And now it's too late."  (Iron Maiden)
Newsgroups: rec.games.frp.dnd
From: brunborg@alkymi.unit.no (]dne Brunborg)
Subject: Re: Kobalds in large numbers
Organization: Norwegian Institute of Technology
Date: Thu, 15 Oct 92 15:08:53 GMT

All this talking about kobolds reminds me about an adventure I ran with my group.
It appeared in an old Dungeon Magasine, I don't remember the number, but the
adventure was called "Out of the ashes". 

You take some hundred kobolds, arm them with stones from Necklace of missiles
("Fireball-gems, if you like), and make ambushes. Like this:
The fighter-priest goes first, the others behind him a few yards.
DM:	"You are in a hallway, there are 10 kobolds in the room 50' ahead. There
	are some small holes in the walls."
PC's: 	"Walk slowly forward."
DM:	"The room seems to explode around you as 30 kobolds throw some gems at
	you. 150d6, save for half. No. 2, 75d6, no. 3 25d6."
PC's:	"Gah!Urg!SHIT!!!"

The kobolds blasted temselves out of existence, of course, but kobolds are nice
kamikaze-warriors, don't you think?

You don't have to use grenades. Kobolds armed with spear in ropes (like Tarzan)
as the party crosses the narrow bridge, pushing the PC's off into the sharp
stones below, for 20d6 + extra sharp stones, is just as effective.

Nice, don't you think?



So long!

		Aadne Brunborg
		Norwegian Institute of Thechnology
		University of Trondheim
		NORWAY

	"If ye can't see it, it's right behind ye..."
Newsgroups: rec.games.frp.dnd
From: thiggins@cix.compulink.co.uk (Tarry Higgins)
Subject: Re: more XP-calculation
Reply-To: thiggins@cix.compulink.co.uk
Date: Mon, 5 Oct 1992 23:12:00 +0000


TITLE: more XP-calculation
in  <1992Oct5.173203.13237@ugle.unit.no>  skomedal says

> Have anybody found any good rules for calculating XP-values of creatures
> with magical abilities? As I mentioned in my previous post there should be 
> an XP-difference between an 18th level mage turned Lich and a 30th level one.
> If we DM's of the net could work out a set of such rules, we would all benefit.
> (IMO).

Look in DMG2 P47 Table 31
2000+1000 per additional hit dice
a 30th level mage turned lich obviously counts as having more hit 
dice than an 18th level mage turned lich - by about 12 hit dice 
(12000XP)

In addition you could add new lines to table 32 DMG2 P47
5th level spells = +3
7th level spells = +4
9th level spells = +5
note these are not cumulutative with the existing <2nd (+1) or >3rd 
(+2) level spell awards or each other.  

Taz AKA thiggins@cix.compulink.co.uk AKA Tarry A Higgins
The only valid test is combat,           
The only valid result is victory.

Newsgroups: rec.games.frp.dnd
From: thedm@leland.Stanford.EDU (Marcus M. Trevino)
Subject: Re: Prismathic Sphere
Summary: Opinion on the question of surviving
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 8 Oct 92 00:50:40 GMT


In the AD&D game(1st edition I think) there is a spell named something to the
effect of force sphere.  It is a relatively high level spell, btwn 6th and 8th,
and it allows the caster to be protected from the environment around him.  The
inner sphere of a prismatic sphere is a take off of that spell, so I believe
that the caster would be impervious to the effects of his environment for the
duration of the spell.  Poisons, Gases, spell like effects would fail to 
penetrate the prismatic sphere due to its multiplictate nature of prismatic
barriers.  So while during the duration of the spell the inner sphere would
be an ideal place to stay while there is harmful and possibly deadly effects
within the area of the caster, prismatic sphere excluded.

TheDM @ Stanford.edu

Marcus Trevino
Newsgroups: rec.games.frp.dnd
From: picl17@fsphy1.physics.fsu.edu (Jeffrey Johnson)
Subject: Re: Lich / Holy Swords
News-Software: VAX/VMS VNEWS 1.3-4   
Reply-To: picl17@fsphy1.physics.fsu.edu
Organization: F.S.U. Dept of Physics
Distribution:  world
Date:  8 OCT 92 11:43:06    

In article <1992Oct8.094007.3142@mnemosyne.cs.du.edu>, abistak@nyx.cs.du.edu (Andrew Bistak) writes...
> 
> 
>Thanks for all the feedback on the Lich. Currently the
>Lich is only playing with our party but I'll tell you of the conclusion
>soon. 
>Heres another question though : When (What level) or should a Paladin get
>a Holy Sword?

Did I read that right?  WHEN should a paladin get a holy sword?!  There's
nothing that says every paladin has to get a holy sword.  In fact, in the
campaigns that I've been in, it's rare to find one who does have a holy 
sword.
	I presume you mean a +5 holy avenger.  I'd like to remind you
(and everybody else) that this does not have to be the only kind of 
holy sword around.  In a campaign I am running, there is a  paladin who
serves a god of defense:  he has a holy sword (that he got by undertaking
a quest for his god), but it's a +3 defender sword with a few extra powers
(does x2 damage vs. demons, +4 when the wielder is defending innocents.)
Presuming you're DMing a campaign, you might want to think about custom-
designing a holy sword for the party's paladin, if you think he should
have one at all.

Travis
picl17@fsphy1.physics.fsu.edu
"He-who-has-no-.sig"
Newsgroups: rec.games.frp.dnd
From: Rannou@info.polymtl.ca (Patrick Rannou)
Subject: Re: Trolls' regeneration
Organization: Ecole Polytechnique de Montreal, Canada
	<70236@hydra.gatech.EDU> <1992Oct6.220150.22083@en.ecn.purdue.edu>
Date: Thu, 8 Oct 1992 22:43:21 GMT

I do trolls this way: only the section with the troll's heart is considered
the "new troll" section. Only if you split is heart in two will there be
two trolls, and only if the hearts can move back toward each other. So a
troll will try not to get his brain (no matter how stupid they are)
splattered, since he'd lose memory, or even his whole identity (become a
"new" troll afterwards).

It's easy to make a troll army: Just cut a trolls heart in tiny pieces...
Of course, if the pieces are too small, too bad, he's dead. But you only
have to wait a little for the two halves to each make it's own heart, then
split again. (keep the halves separated by a barrier, tough, as they move
and plump and jump toward each other quite fast...).

--
/---------------------------\
| Patrick "Paradak" Rannou. |
| Rannou@info.polymtl.ca    |
\---------------------------/
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: A question about dual class characters
Date: 14 Oct 92 08:56:57 GMT
Article-I.D.: iscsvax.1992Oct14.135658.7644
Organization: University of Northern Iowa

In article <MGATES.92Oct13144543@entiat.boeing.com>, mgates@entiat.boeing.com
   (Michael Gates) writes:
> 	<1992Oct12.141800.7548@iscsvax.uni.edu>
> Sender: nntp@bcsaic.boeing.com
> Organization: Boeing Computer Services, Bellevue, WA
> Lines: 17
> In-reply-to: boelter3945@iscsvax.uni.edu's message of 12 Oct 92 19:18:00 GMT
> 
>> <boelter3945@iscsvax.uni.edu> writes:
>>   I have _always_ run it the way you stated, that level drainings are taken
>> off the current class being worked on for a DC, so two levels come off of
>> that.
> 
> 	That is unfair. The reason MC characters lose from each class is
> that their hit dice are the average of the classes. In order for them to
> lose 1 hit die, they must lose from each class. DC characters get full hit
> dice each time they go up in the active class, so they should only lose 1
> level from it (ie 1 hit die). If you are not going to use the Book rule,
> then this is the fairest way to do it.

   Why is this unfair?  The PC was hit by an undead that drains two levels of
experience.  For a DC, it's easy, take two levels off the currently working
class, thus losing two levels.  For a MC, take one hitdie off of each.  They
have still lost two levels, just one from each class.  True, if you figure it
mathematically, they have only lost one 'HitDie' work of hit points, but
since a MC is using average HD for hit points anyway, this is bad enough for
them.

> 	There are still problems if you really analyze it all heavily, but
> there is no cure except to completely abandon the TSR class / advancement/
> experience point system.

   Heh. Right. Sure.  I'll just throw away something that has worked for me
for the past 10 years.. Thanks for the suggestion, but no thanks.  It still
works well enough for me.  Besides, what do you suggest I use if I throw this
out?

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* The individual who said we only use 10%  * The first 90% of a task takes    *
* of our brain's mental capacity, was      * 90% of the time, and the last    *
* probably 90% incorrect.                  * 10% takes the other 90%.         *
*            -Unknown comic on A&E-        *   -99 rule of Project Schedules- *
*******************************************************************************
Newsgroups: rec.games.frp.dnd