HDTenEightyP/NetNews huggingface dataset:
From: brehob@plantain.cps.msu.edu (Mark W Brehob)
Newsgroups: rec.games.frp.dnd
Subject: Doing the Dark Sun thing
Keywords: Darksun, combat,spells
Date: 28 Sep 92 22:23:36 GMT
Organization: Michigan State University

A few coments about the Dark Sun world.  If a Thri-kreen has a high  
strength, then the claw attacks can get silly.  I mean, if you have a 19  
Str.  (Which granted is very high, but possible in DS) then you are doing 
d4 +7 for each of the four attacks.

Also, I'm not real sure about this, but I would give a +6 to the initive  
dice for a  Thri-kreen using his claws.  This would be do to a 'large'  
creature attlcking.  (in PHB?)  

As far as specializing goes, I would not allow the standard +1/+2 bonus  
and the extra attacks, it would once againg become silly.  My suggestion:

1)Must have training for somone with skill.

2) takes 2 slots, even for a gladator (sp?)

3) +1 to hit and damage, reduce init mod to +4.

This still makes the Claws VERY nice.  In world where you are lucky to 
get a two-handed sword made of metal, the claws are an outstanding 
weapon, and the specialization helps to keep them reasonable as the rest  
of the party starts to (Very Slowly) get magic goodies.  


Comments on Psionic powers:
Some of them seem _very_  powerful.  My Charicter got Banishment, which  
also gave him teleport.  This is A) a heck of a lot of PSPs and
                                 B) kinda on the powerful side.
(he would teleport to a tree of life the party found in a druids valley to  
cast heal if someone in the party was very down)

Some of the others also looked very nasty (disinigrate) (sp)

Mark Brehob
From: cyoung@ctron.com (Chris Young)
Newsgroups: rec.games.frp.dnd
Subject: Re: Magic Resistance vs. Call Lightning
Date: 29 Sep 92 12:13:22 GMT
Reply-To: cyoung@cardinals.ctron.com (Chris Young)
Organization: Cabletron Systems INc.

This topic is being argued very furiously on interprutations on how exactly
the lightning is created in the call lightning spell.  The spell description
itself does not go into detail of how this is done.

Therefore whether MR would be effective or not is entirely a matter of DM
judgement and how he/she rules how magic works in his/her world.

The only case (and it's a weak one) for MR working with Call Lightning is that
it mantains the spirit of the game.  Or the reason for creatures to have MR is
so they cannot be directly blasted by mere mortal spell casters.  Call 
Lightning could be very effective on a MR creature anyway if it was targeted at
what the creature was standing on and caused that thing to explode or cease to
support him/her/it.

Again it does not good to look at the scientific reasoning into how the spell
works since the originators of the spell didn't put that thought into it.

Chris
Newsgroups: rec.games.frp.dnd
From: scythe@byron.u.washington.edu (The Grim Reaper)
Subject: Re: Critical Hits
Keywords: complexity
Organization: University of Washington, Seattle
Date: Tue, 6 Oct 1992 21:11:55 GMT

In article <70229@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>In article <1992Oct5.160921.29563@aio.jsc.nasa.gov> kjenks@gothamcity.jsc.nasa.gov writes:
[Stuff deleted...]
>No?  What about Smaug?  You wouldn't call an arrow shot taking down
>a dragon a critical hit?  Or did this dragon only have 1-8 hit points?
>
Actually, I always assumed that happened to be an arrow of Dragon Slaying
that Bard was using.  But on damage-face it, AD&D damage is not realistic.
In real life, people get killed by dagger thrusts.  In AD&D, people
have a good chance of survival. People also get killed if they fall
off high buildings.  Level 20 fighters can jump into deeeep pits and
walk into battle the next second.  Face it, damage is not realistic.


--------------------+-------------------------+
HIC IACET ARTVRVS   + The Grim Reaper         + 
IN INSVLA AVALONIA  + SCYTHE@U.WASHINGTON.EDU +
REX QVONDAM REXQVE  + ----------------------- +
FVTVRVS             +                         +
--------------------+-------------------------+
From: slgmj@cc.usu.edu
Newsgroups: rec.games.frp.dnd
Subject: More thoughts on troll death...
Date: 4 Oct 92 20:27:28 MDT
Organization: Utah State University

 More thoughts on the death of a troll...

	First, how large must a piece of a troll _be_ to regenerate into a
		full troll?  For instance: One panicky mage of no small might
		sees a troll and casts a Polymorph Any Object spell on it. 
		>POOF< the hapless troll becomes a troll-shaped pillar of ash.
		The vindictive mage then casts a Gust of Wind, scattering the
		bits to all creation. Now, when the spell wears off (At least,
		I don't think it would be permanent... hafta check the spell
		again...) There a several million tiny troll bits around. 
		Would the troll be able to recover from his Windsurfing
		experience?

	And what about the Absolute Zero Sphere created by an Otiluke's
		Freezing Sphere spell? Would that count as Death by freezing?



						Syndactyly Sabertooth-
						Manipulator of Space,
						Traveller of Time,
						First son of Merrik first
						Advosior to the Baron
						Darmund of the Free City
						of Carthage.
From: luhmann@cps.msu.edu (Patrick J Luhmann)
Newsgroups: rec.games.frp.dnd
Subject: Re: Deaths Door
Date: 1 Oct 92 13:52:16 GMT
Reply-To: luhmann@calcite.cps.msu.edu.cps.msu.edu (Patrick J Luhmann)
Organization: Dept. of Computer Science, Michigan State University
Originator: luhmann@calcite.cps.msu.edu

In article <1992Sep30.170430.1@vx24.cc.monash.edu.au> edb892rsft@vx24.cc.monash.edu.au writes:
>
>I was just wondering what effects apply to a character to is reduced to
>a hit point total of between 0 and -9? I know that you lose 1 hp per
>round unless administed first aid or healed but how long can a person
>stay between these ranges. Also if they are healed they wake up in 1 - 6
>turns but do they suffer weakness or other ill effects?

     Our group plays that a character brought to 0 stays there, and normal
healing will restore him.  A character that falls below 0 loses 1 hp per
round until -10 is reached (which is actual death) or his wounds are attended
to.  If a character is stabilized at a negative hp total, he will be in a coma-
like state for 1-6 turns before regaining conciousness, but will not be able to
do *anything* for the next week.  No Cure Wounds spells will offset this,
although spells like Heal probably would.  I believe that this is almost 
(if not exactly) the way it is described in the DMG(1st ed).

>
>I just wanted to get a range of opinions on the matter as this sort of
>situation crops in my campaigns from time to time especially at low
>levels and the the standard PC reaction is to bind the wounds of the
>character at Death Doors, thus stabilising them and then wait for the
>Cleric or Healer of the party to wait, rest and get good old cure light
>wounds etc to save day thus the time the stricten character is in a coma
>is about 4 - 5 hours?

     The only spell that will help a character below 0 hp is Death's Door.  I
don't have my Unearthed Arcana(1st ed) with me, but I believe that the spells
gives the character a few hp back, and if that brings them to 0 or above they
can proceed normally.  Thus, this spell is *very* handy to have, since it will
negate the need to *hole up* for a week to wait for a party member to recover.
>
>
>-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-
>Hugh Jenkinson
>Monash University
>Edb892rsft@vx24.cc.monash.edu.au
>
>-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
>

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+  "Is it a hand on your shoulder   +  Pat                          +
+   From the Lord above             +  luhmann@atlantic.cps.msu.edu +
+   Or the Devil himself            +                               +
+   Come to give you a shove?"      +    "Life is easier if         +
+              --  "Fates Warning"  +     you embrace death"        +
+                    Iron Maiden    +                 --  Me        +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Newsgroups: rec.games.frp.dnd
From: brunborg@solan.unit.no (]dne Brunborg)
Subject: Re: Enchanted weapons to hit...
Organization: Norwegian Institute of Technology
Date: Tue, 6 Oct 92 20:33:44 GMT

In article <1992Oct6.135038.10307@unislc.uucp>, stv@unislc.uucp (Steve Spencer) writes:
 > Ryk E Spoor (seawasp+@pitt.edu) wrote:
 > : 
 > : 	In general, my justification is that the creatures in question
 > : are not made of ordinary material. They're either essentially energy
 > : beings or made of magical material, and thus actual damage cannot be
 > : done without negating some of that special energy. You can APPARENTLY 
 > : damage such creatures with ordinary weapons (shoot the vampire with
 > : a bullet) but it just stings. It can't touch their essence. Magical
 > : weapons DO cut your essence, severing the astral/ethereal/soul lines
 > : that make up the being.
 > : 
 > : 
 > : 				Sea Wasp
 > For the most part I agree, but what about, as stated in the original post,
 > the problem with high hit dice creatures being able to hit? Is the ability
 > for the high hit dice creatures to do damage realistic, or just another 
 > one of those "game balance" rules?
 > 
 > Steve Spencer		This is a subliminal message. Pay no attention.
 > Salt Lake City, Utah   
 > stv			(Short .sig to keep all the PRUDES off my back!)

In 1st ed., we had the Barbarian with the same ability, to hit monsters affected
only by +1 or better on 4th level (or 5th, I don't remember exactly). This was
explained by "the fierce, animal-like and anti-magical nature of the barbarian"
(or something like that).  The barbarian, and most non-intelligent monsters,
don't like magic, because it's not natural. Other humanoids, however, are
civiliced, and have lost that ability. 

That explains why non-intelligent monsters is able to hit such creatures, but not
why the intelligent can. 



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: ad487@yfn.ysu.edu (Samuel DiRocco)
Subject: Net.monster.manual
Organization: Youngstown State University/Youngstown Free-Net
Date: Wed, 30 Sep 1992 21:16:53 GMT


	Ca n somebody tell me how to get or get to net.monstermanual
and net.magic.item.book. You can just post to tjhis or e-mail me .

														   
^HThanks in advance
-- 
From: Argon 238
		Dear Conan,
			    "Werewolves were gloves, keep hands warm."
No Fate but the Destiny you create!
Newsgroups: rec.games.frp.dnd
From: brunborg@solan.unit.no (]dne Brunborg)
Subject: Re: Sowrds of Sharpness and Incredible Constitution
Keywords: AD&D
Organization: Norwegian Institute of Technology
Date: Fri, 2 Oct 92 11:51:22 GMT

In article <BvGAE7.3En@watserv1.uwaterloo.ca>, alongley@cape.UWaterloo.ca (Allan Longley) writes:
 > In article <1992Sep27.233456.10325@beaver.cs.washington.edu>, guido@cs.washington.edu (Guido Hunt) writes:
 > > One, we just found a sword of sharpness, in the DMG it just says that on an
 > > exceptional good hit 19 or 20 the sword severs a limb.  But nothing about
 > > damage, loss of blood or shook, basically the guy takes 2-9 points of
 > > damage plus str bonus and losses a limb but shrugs it of, this seems very
 > > unrealistic. 
 > 
 > It is very unrealistic.  If a limb is severed the target loses 1/4 (assuming
 > 4 limbs) of its maximum hit points or sword damage, which-ever is greater.
 > 
 > > sever roll 1-4 to see which limb is severed (head not possible),
 > 
 > I've always played that a Sword of Sharpness could also sever the head, ie.,
 > 
 > 		1-2  left arm		3-4  right arm
 > 		5-6  left leg		7-8  right leg
 > 			      9-10  head
 > 
 > > [if damage] is over half total hits, then the person had to save
 > > verus death magic or die from shock, or possible just fall unconsious.  
 > 
 > I have always used the unconsiousness rule, regardless of the source of damage.
 > 
 > -----------------------------------------------------------------------------
 > Allan Longley, University of Waterloo, Department of Chemical Engineering
 > e-mail: alongley@cape.uwaterloo.ca
 > voice: (519) 885-1211 x3816		Good day kind .... ug!
 > home: (519) 746-5747
 > ------------------------------------------------------------------------------

The DMG says: ..., for on a very high attack roll, it will sever an extremity
-arm, leg, neck, tentacle, whatever (but not head)- determined by random dice
roll...". 
Just to clear that point.

So long!


		Aadne Brunborg
		Norwegian Institute of Technology
		University of Trondheim
		NORWAY

	"If ye can't see it, it's right behind ye..."


Organization: Junior, Mathematics, Carnegie Mellon, Pittsburgh, PA
From: scythe@byron.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.frp.dnd
Subject: Re: Critical Hits
Keywords: critical hits
Date: 4 Oct 92 20:39:43 GMT
Article-I.D.: u.1992Oct4.203943.20047
Organization: University of Washington, Seattle

In article <1992Oct4.195528.16250@aio.jsc.nasa.gov> kjenks@gothamcity.jsc.nasa.gov writes:
>In article <1992Oct3.203012.43557@kuhub.cc.ukans.edu> blythe@kuhub.cc.ukans.edu writes:
>>I was wondering about the implemented ways of afflicting critical
>>damage with weapons.
>
>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
[Stuff about how PCs get the short end of the stick with criticals]
>
>If you implement critical hits and fumbles in your game, you are
>doing a disservice to the player characters.
>
>-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
>      kjenks@gothamcity.jsc.nasa.gov  (713) 483-4368
>
>      "Orcs dwell in places where sunlight is dim or non-existent,
>       for they hate the light.
>         -- AD&D Monster Manual 1, p. 76.
Okay.... in my campaign, I use a system for determining if a critical
has occured that is dependent on level.  Fighter have a chance to
critical of 10% per level, rogues have a chance equal to 7%/level,
priests 5%/level, and mages 3%/level.  The player must
roll under that percent to achieve a critical when they roll a 20.  
If they roll over that percent, the attack is treated as normal.  If they roll
under, use your favorite critical tables.  This chance is also the chance
not to fumble on a roll of one.  Notice that chances for rogues and fighters
can exceed 100%.  If a percent exceeds 100%, the amount by which it is more 
than 100% is the chance to critical on a roll of 19.  Notes-
There is a max chance not to fumble of 95%.  There is a max chance to
critical of 95%.  There is a minimum chance to critical of 5%.  
If the chance not to fumble is made, the attack does minimum possible
damage. (ie a long sword does one point +magic, strength, etc).


--------------------+-------------------------+
HIC IACET ARTVRVS   + The Grim Reaper         + 
IN INSVLA AVALONIA  + SCYTHE@U.WASHINGTON.EDU +
REX QVONDAM REXQVE  + ----------------------- +
FVTVRVS             +                         +
--------------------+-------------------------+
Newsgroups: rec.games.frp.dnd
From: booth@mdd.comm.mot.com (Greg Booth)
Subject: Re: Critical Hits
Organization: Motorola - Mobile Data Division; Richmond, BC
Distribution: na
Date: Mon, 5 Oct 1992 17:09:42 GMT

In <1992Oct3.203012.43557@kuhub.cc.ukans.edu> blythe@kuhub.cc.ukans.edu writes:

>I was wondering about the implemented ways of afflicting critical
>damage with weapons.  I mean like when a PC or for that matter a NPC
>rolls a natural 20 to hit.  Do any of you DM's out there give bonus
>damage?  If so, in what ways do you penalize the character if they
>roll extremely bad to even it all out?
>My curiosity arose when I examined the wild mage class and questioned
>if a spell's power can be altered by a die roll, then why not allow
>the other classes to have similar special cases.
>-- 

The way we do it is that your chance of doing a critical hit or fumble
is equal to the difference between what you rolled to hit (including
bonuses) and what you needed.

EG you need a 14 to hit, and roll 17 total to hit, you have 
a 3% chance of critical hit. Likewise if you need 17, and roll 14
you have a 3% chance of fumble. This avoids the kobold always
criticals problem associated with the  20-means-critical method.



-- 
Greg Booth BSc                        | Diligentia-Vis-Celeritas
BCAA-PCDHF-BCWF-NFA-NRA-IPSC-BCFSS    |  	Incolumitas
Motorola Mobile Data Division         | 
booth@mdd.comm.mot.com cgb003@email.comm.mot.com
Newsgroups: rec.games.frp.dnd
From: brunborg@solan.unit.no (]dne Brunborg)
Subject: "Legends & Lore" and Norse Deities' alignment
Keywords: Chaotic Evil Deities living in Aasgard??
Organization: Norwegian Institute of Technology
Date: Mon, 28 Sep 92 10:14:26 GMT

I have a few complaints about the "Norse Mythology" part in the 2nd ed. "Legends
& Lore".
The book describes Loki and the Valkysies as chaotic evil. This doesn't make
sence at all!

First of all, if the Valkyries were CE, why would they follow Odin's orders and
bring fallen heroes to Valhalla? L&L says: "...but only on Odin's command will
they help one of the sides...". A CE person is one who does _exactly_ what he
wants, he doesn't care what the boss says, and he would defnetly not help the
Aesir (Gods) in their fight against the evil Jotuns (Giants).
I would say that the Valkyries are lawful neutral, lawful because they follow
Odin's strict orders, neutral because they take no part in the battle themselves. 

As for Loki, Thor would probably kill him outright if he were evil. Loki turned
evil in the end, but long before that he'd helped the Aesir countless times
against the Jotuns.
I would say that Loki is chaotic neutral, sometimes he's evil and sometimes he's 
good, but he's defnetly chaotic!

So long!


		Aadne Brunborg
		Norwegian Institute of Technology
		University of Trondheim
		NORWAY

	"If ye can't see it, it's right behind ye..."
From: mlj44080@uxa.cso.uiuc.edu (Michael Lee Jacobs)
Newsgroups: rec.games.frp.dnd
Subject: DSUN: Amber Enchantress, Spolier Review
Date: 27 Sep 92 18:36:38 GMT
Organization: University of Illinois at Urbana


Well, Mr Denning has done it again, he has produced a book which answers
many of the questions readers pondered from the first two novels, but
hinted at even greater inquistions for the future.  As with the second novel,
this one dealt with one of the major three characters on a more or less solo
adventure, in this case Sadira.  Again we are merely told about other events
that ahve occurred in the interim and must infer a great deal about the 
goings on of the other principle characters (Agis, Rikus, and Tithian).

	The major plot-line of the Dragon Borys and what he is/ means to the
world of Athas is extended as we find out his origin, as well as the origin
of the Sorcerer Kings and of the catastrophe that befell Athas to make it 
the horrendous place it is.  The nature of magic is once again unveiled for
the reader as Sadira searches for and deals with her own power in her quest
to stop the Dragon.  

	Typical with the other Dark Sun novels, however, the heroine is not
really a very good person, and many times her motications are questioned in
her search.  The least of which is revealed in the form of the Dragon's role
as Protector of Athas and what repercusions could arise if he is destroyed.

	All in all a good romp through the most original premise to come out
of TSR inc EVER.  The only sad part is that its tied into the AD&D system,
thankfully Mr. Denning does not let a game system get in the way of storytelling
as is particularly shown by his creative use of theoretical magic.

-- 
  "If the best things in life are free, then my current price is
   $37k with a 10% downpayment."
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp.dnd
Subject: Re: Enchanted weapons to hit...
Date: 6 Oct 92 20:44:02 GMT
Organization: Georgia Institute of Technology

In article <1992Oct6.073402.2951@wkuvx1.bitnet> fannicm@wkuvx1.bitnet writes:

>	Ok, but how do you explain this:  1st ed. rules, a +1 sword is not a
>magical weapon.  For that matter a +5 sword is not a magical weapon.  They
>should not (but often do) glow when exposed to Detect Magic.  They are
>simply finely crafted swords (up to +2) or made out of strange materials
>(+3 to +5) like mithril steel and adamantine.  As sword is not considered
>magical unless it has a power (i.e. flame tounge, luckblade, etc.).  So
>riddle me that, good master...:-).

Well, we just ignore that and say that magical weapons are just that:
magical.  So they do show as magical under Detect Magic, and they can
damage 'enchanted' creatures.

"If you can't beat 'em, ignore 'em!I"

-- 
Jorge Diaz                       | "I want you to remember, Clark... in all
Georgia Institute of Technology  |  the years to come, in your most private
Office of Information Technology |  moments...my hand at your throat.  I want
ccoprdj@prism.gatech.edu         |  you to remember the one man who beat you."
Newsgroups: rec.games.frp.dnd
From: covin@tartarus.uchicago.edu (David Covin)
Subject: Re: Sowrds of Sharpness and Incredible Constitution
Organization: University of Chicago Computer Science
	<1992Sep30.235736.15092@aio.jsc.nasa.gov> <6578@blue.cis.pitt.edu.UUCP>
Date: Thu, 1 Oct 1992 19:43:56 GMT

In article <6578@blue.cis.pitt.edu.UUCP> seawasp@vm2.cis.pitt.edu (Sea
Wasp) writes:

   [ Re: giving powerful swords evil alignments ]

	   Why do you place the weapon there at all then? No PC in their
   right mind will use a weapon that is that nastily aligned, and that 
   hurts them. Every PC in my campaigns that I can remember -- whether
   one I was playing in or one I was running -- automatically tossed 
   away or destroyed anything like that.

Actually, this is one of the things I *don't* like about (A)D&D.  In
fantasy stories, it's common for heroes of all sorts to find powerful
weapons which are either outright evil or at least unpleasant, but to
use them anyway because they need a powerful weapon.  This is why
Elric carried Stormbringer; why the Sword of Chaos was summoned on 
Darkover, etc.  IMHO, it rarely makes sense for an intelligent sword
to have a *good* alignment-- it's made to be a weapon, and that should
affect its outlook.  At the very least, it's going to be a bit
bloodthirsty.  Amoral or outright evil swords do make sense-- but why
should such a weapon care who wields it, then, so long as it gets to
kill?

I wouldn't have evil swords harm their wielders when they're *used*,
unless the wielder is a paladin (maybe), or the sword is being used against
its creator (maybe).  *Not* using an evil sword often enough might get
you into trouble... And, of course, the damned thing will probably do
its best to encourage fights.

Evil swords just lead to too many interesting roleplaying situations
to banish them from PCs hands.  PCs should be subtly *encouraged* to
use them.

   "The giants appear to have you surrounded."
   "Damn.  Do you think they'll accept a surrender?"
   "Souldrinker speaks in your head: 'Draw me.  I can take care of
them...'"
   "The last time I drew you, you tried to kill the rest of the party,
as well!"
   "'*Chuckle*.  Can I help it if I am... enthusiastic?  And-- do you
have any other choice?  The giants will kill you otherwise.  If you're
going to die anyway, at least let *me* have some fun...'"

--
David Covin                           covin@despair.uchicago.edu
Newsgroups: rec.games.frp.dnd