HDTenEightyP/NetNews huggingface dataset:
From: hansell@ellie.atmo.arizona.edu (Seth Hansell)
Newsgroups: rec.games.frp.dnd
Subject: Re: spells in combat
Date: 11 Nov 92 22:20:19 GMT
Organization: Department of Atmospheric Physics

>In article <BxK0B2.GGF@jabba.ess.harris.com>, jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
>|> In <1dpuodINN5q6@escargot.xx.rmit.OZ.AU> s903040@minyos.xx.rmit.oz.au (Christopher Francis Anderson) writes:
>|> 
>|> >>Like a dart is really going to hurt a troll.
>|> 
>|> >Depends. If you have Contingency "when the dart hits a troll", and a delayed
>|> >blast Fireball, that troll is gonna be pretty screwed up, know what I mean?
>|> 
>|> Contingency only works for spells cast upon the caster. Thus range must be zero
>|> So the above example would look more like this
>|> 
>|> I hit the troll with a dart
>|> A Fireball blows up in my face.
>|> Troll takes a base d2 damage and if he's more than 20 ft away no more
>|> 	(assuming the Fireball doesn't conform to room dimensions)
>|> Wizard takes a base 10d6 damage with a possible save
>|> -----
>|> 
>|> Joe Carl Jr.                  "If you ever drop your watch
>|> jcarl@jabba.ess.harris.com     in a pool of molten lava,

  Well then how about using enchant an item on said dart loaded with a fireball?
Charged item, no permanancy needed, how many do you want?  Give it a command word
so it won't go off by mistake and POW! three fireballs a round (oh yeah, plus
damage for the dart itself).  Better than a wand of fire.  Of course you've 
got to hit, but . . .

 Seth Hansell                        "Righting wrongs yet to be written
 hansell@air.atmo.arizona.edu         Avenging those who can not, or will not,
                                        avenge themselves"
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: Rules for D&D in the Modern Day?
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Mon, 9 Nov 92 05:31:40 GMT

In article <1992Nov8.020731.27668@henson.cc.wwu.edu> n9046319@henson.cc.w
u.edu (Jeremy Corley) writes:
>cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
>
>
>>Has anyone come up with a set of rules for playing D&D in a modern
>>setting?  Things like firearm range and damage, automobile speed,
>>modern skills and weapon masteries, et cetera?  It would seem like
>>such a thing would be relatively easy to write (I could probably
>>come up with something myself, given a week or two)...just give the
>>weapons higher amounts of damage (say, 2D6 for a .22 pistol, 3D6 for
>>a .38, etc.) and the vehicles higher amounts of speed, and transpose 
>>what you know...
>
>>Has anybody created such a system, and is it available for FTP?  I'd
>>really like to know...it would save me a whole lot of work...
>
>>--
>>Chris Meadows // CHM173S@SMSVMA // CMEADOWS@NYX.CS.DU.EDU
>>   "If blood be the price of admiralty, then I've just bought me 
>>    a naval commission."  -- Corwin, SIGN OF THE UNICORN, Roger Zelazny
>
>[flame on.]
>
>	OOooooooooooooooooooooo!!!!!!!!!!  Can I play?!?!?!??!?
>I have a 53rd level fighter/theif/cleric/mage with two of everything who
>would fit in _perfectly_.
>
>[flame off.]
>
>--------------------------------------------------------------------
>"Senator Kennedy, What are you going to do about the abortion bill?"
>"Pay it, I guess."
>				J. Corley
>			n9046319@henson.cc.wwu.edu


I beg your pardon?  I am NOT a munchkin; I just want to give my
players a rather unusual experience.  Set them down in a techno-
logical society and make them struggle to survive.  After all,
how would you react if you were stranded in a world of magic and
all you'd ever known was a technology-based world?

Besides, if rules for firearms are munchkinish, how about rules
for spaceships (i.e. SpellJammer)?  Aren't they the least bit...
unusual?

--
Chris Meadows // CHM173S@SMSVMA // CMEADOWS@NYX.CS.DU.EDU
   "If blood be the price of admiralty, then I've just bought me 
    a naval commission."  -- Corwin, SIGN OF THE UNICORN, Roger Zelazny
From: praxis@jhunix.hcf.jhu.edu (Laura L Perkinson)
Newsgroups: rec.games.frp.dnd
Subject: Re: Spicing up combat?
Date: 13 Nov 92 18:59:06 GMT
Organization: HAC - Johns Hopkins University, Baltimore


	The game may be AD&D, but take a clue from super-hero games. Combat
is always better if the opponents are named, recognizable folks who have
beat the stuffing out of/harassed/conflicted with/whatever the PC's before.
Monsters are nice and all, but adventurers on par with the players make the
best opponents. If they use the same kind of tricky stratergy as the PC's,
and most importantly, inspire fear and loathing, then fights with them
will have some gusto. Super-villains for D&D. Think on it.
		Praxis
From: st923058@pip.cc.brandeis.edu (Rosaleen Dhu)
Newsgroups: rec.games.frp.dnd
Subject: NO no no...
Date: 9 Nov 92 18:18:17 GMT
Reply-To: st923058@pip.cc.brandeis.edu
Organization: Brandeis University


	Er, you guys misunderstood what I meant about Xanth talents. Making
up a system for using them should be pretty straightforward--I can probably
dig one out of the old CHAOS rules if anyone wants it. What I meant was, how
would you work them into the campaign? And what kind of talents would you
give to people? I mean, giving one person telekinesis, another person
invisibility, etc. would work okay, but wouldn't it be boring as hell? One
of the most interesting things about the Xanth novels (besides Mr. Anthony's
truly impressive command of outdated sexist platitudes =)) is the diversity
and limitations of the talents. This would be a role-playing issue,
probably, since very few of the talents in the books dealt with combat...
and that's another interesting idea. Do we want to invent some combative
magics? How would they work? Would that end up being too much like, say
Champions? Just some stuff to think about.
				Rosaleen

Rosaleen Dhu |st923058@pip.cc.brandeis.edu
VOTE CTHULHU '92!!! Why not the worst?
"By the pricking of my thumbs, something wicked this way comes."--The Bard
"Don't reach out and touch the world, you don't know where it's been."
From: s903040@minyos.xx.rmit.oz.au (Christopher Francis Anderson)
Newsgroups: rec.games.frp.dnd
Subject: Re: spells in combat
Date: 11 Nov 92 03:30:21 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:

>Like a dart is really going to hurt a troll.

Depends. If you have Contingency "when the dart hits a troll", and a delayed
blast Fireball, that troll is gonna be pretty screwed up, know what I mean?

(Come on, bring on the flames! I've got my Ring of Fire Resistance on, and
I'm prepared to use it!)


-- 
ThunderKat (a.k.a. Chris Anderson)    s903040@minyos.xx.rmit.oz.au

"Sam pressed the button. A few lights flashed on the CPU. And another human
life ended. Somehow, it's always sad, no matter what."
From: ghuber@gandalf.rutgers.edu (George Huber)
Newsgroups: rec.games.frp.dnd
Subject: RE:wish spell results
Date: 10 Nov 92 19:34:49 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

I am running a module in which the main villian will be using wish's to
hinder the party.  The problem, is that as I am designing the wish I may be 
to close to the process to see any loop holes or other ways to pervert what
is wished for (normally I can do this with my players wish's quite easily).
I am currently considering the following two wishes:

1) "wish that that the next attack spell that I throw will do maximum damage
   to its targets"

2) "wish that all the targets of the next attack spell that I throw fail to 
   resist it's effects"

What I intend for these two wishes to do is:

1) this spell will cause the maximum amount of damage, saving throws and items
   will still be alowed (ie a fireball will do 60 points of damage 
   automatically)

2) this spell will cause all the targets to fail their save.  Items will still
   function normally.

Anyone see any loopholes in these wish's that might pervert them into something
else (or other ways of intrepretating these)?

Thanks in advance-
George Huber
Newsgroups: rec.games.frp.dnd
From: marc@cfmu.eurocontrol.be (Marc Philips)
Subject: HELP NEEDED: Want to find the number of an issue of White Dwarf.
Originator: marc@duck
Date: Mon, 9 Nov 92 09:19:44 GMT
Organization: Eurocontrol - Central Flow Management Unit

Around 1982, an AD&D module titled "Troubles at Embertree" or something
close was published in White Dwarf.  I'd like to know the issue number
of that magazine.

Thanks.

Answer by E-mail preferred.
-- 
Marc PHILIPS                    Davantage d'avantages avantagent davantage.
marc@cfmu.eurocontrol.be
From: n9046319@henson.cc.wwu.edu (Jeremy Corley)
Newsgroups: rec.games.frp.dnd
Subject: Re: Rules for D&D in the Modern Day?
Date: 9 Nov 92 07:51:57 GMT
Article-I.D.: henson.1992Nov9.075157.3222
Organization: Western Washington University

cmeadows@nyx.cs.du.edu (Chris Meadows) writes:

>In article <1992Nov8.020731.27668@henson.cc.wwu.edu> n9046319@henson.cc.w
>u.edu (Jeremy Corley) writes:
>>cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
>>
>>
>>>Has anyone come up with a set of rules for playing D&D in a modern
>>>setting?  Things like firearm range and damage, automobile speed,
>>>modern skills and weapon masteries, et cetera?  It would seem like
>>>such a thing would be relatively easy to write (I could probably
>>>come up with something myself, given a week or two)...just give the
>>>weapons higher amounts of damage (say, 2D6 for a .22 pistol, 3D6 for
>>>a .38, etc.) and the vehicles higher amounts of speed, and transpose 
>>>what you know...
>>
>>>Has anybody created such a system, and is it available for FTP?  I'd
>>>really like to know...it would save me a whole lot of work...
>>
>>>--
>>>Chris Meadows // CHM173S@SMSVMA // CMEADOWS@NYX.CS.DU.EDU
>>>   "If blood be the price of admiralty, then I've just bought me 
>>>    a naval commission."  -- Corwin, SIGN OF THE UNICORN, Roger Zelazny
>>
>>[flame on.]
>>
>>	OOooooooooooooooooooooo!!!!!!!!!!  Can I play?!?!?!??!?
>>I have a 53rd level fighter/theif/cleric/mage with two of everything who
>>would fit in _perfectly_.
>>
>>[flame off.]
>>
>>--------------------------------------------------------------------
>>"Senator Kennedy, What are you going to do about the abortion bill?"
>>"Pay it, I guess."
>>				J. Corley
>>			n9046319@henson.cc.wwu.edu


>I beg your pardon?  I am NOT a munchkin; I just want to give my
>players a rather unusual experience.  Set them down in a techno-
>logical society and make them struggle to survive.  After all,
>how would you react if you were stranded in a world of magic and
>all you'd ever known was a technology-based world?

>Besides, if rules for firearms are munchkinish, how about rules
>for spaceships (i.e. SpellJammer)?  Aren't they the least bit...
>unusual?

	Yep.  I think they're pretty stupid too. ;) ;) ;)

>--
>Chris Meadows // CHM173S@SMSVMA // CMEADOWS@NYX.CS.DU.EDU
>   "If blood be the price of admiralty, then I've just bought me 
>    a naval commission."  -- Corwin, SIGN OF THE UNICORN, Roger Zelazny

--------------------------------------------------------------------
"Senator Kennedy, What are you going to do about the abortion bill?"
"Pay it, I guess."
				J. Corley
			n9046319@henson.cc.wwu.edu
Newsgroups: rec.games.frp.dnd
From: kurgan@spock.uucp (Andrew Twyman)
Subject: Re: Suicide
Keywords: Bane, dead
Organization: Choate Rosemary Hall
Date: Mon, 9 Nov 1992 23:33:48 GMT

In article <1992Nov9.193428.23264@spock.UUCP> bane@spock.uucp (Cameron Huang) writes:
>In article <1992Nov9.022811.19661@spock.UUCP> kurgan@spock.uucp (Andrew Twyman) writes:
>>In article <1992Nov9.013046.19394@spock.UUCP> bane@spock.uucp (Cameron Huang) writes:
>>>In article <1992Nov8.224206.19012@spock.UUCP> friar@spock.uucp (Tom Walcott) writes:
>>>>I don't know if this has come up before, but how is suicide defined
>>>>in regards to good or evil?  I mean, wouldn't an evil character commiting
>>>>suicide, therefor ridding the world of his evil, be a GOOD act?
>>>>And wouldn't a good character killing oneself be an EVIL act?
>>>>This could lead to interesting scenarios, such as a evil person
>>>>going to the seven heavens due to committing suicide when all was lost.
>>>>The only person whom this would not affect would be the Neutral type.
>>>>Just curious.  Lemme know if this has already come up or anything.
>>>>
>>>
>>>Why don't you kill yourself and find out, you paladin, you?
>>>
>>>					--Lord Bane
>>
>>Perhaps Lord Bane could have kept his divinity if he had commited suicide
>>	instead of being destroyed!
>>					-Ren of Sargas
>>
>
>Mayhaps Ren of Sargas would live longer if he did not anger Lord Bane.
>
>					--Lord Bane
Ren of Sargas has no fear of the dead.  Should one of them bother him, he
shall simply control them.  Thus shall Bane become my slave!!
					-Ren of Sargas
Newsgroups: rec.games.frp.dnd
From: s9877751@phobos.ucc.umass.edu (s9877751)
Subject: AD&D Survey Update!!
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Massachusetts, Amherst
Date: Thu, 12 Nov 1992 20:13:00 GMT

KEEP THE RESPONSES COMING!
Here's the survey in case you missed it:
(1) WHAT IS YOUR FAVOURITE MODULE(S)/ADVENTURE(S)?
(2) WHY?--tell me, only if you want to.
remeber to include both full title and module # of module.

Here's how it stands right now:


(#1) 	Ravenloft I (I6?)		11 votes
(#2)tie Desert of Desolation (I3-I5)	 7 votes
	Tomb Of Horrors (S3)		 7 votes
(#3)tie Against The Giants (G1-G3)	 6 votes
	Temple of Elemental Evil (t1-t4) 6 votes
	Queen of Demonweb Pits (Q1)	 6 votes
(#4)	Slave Lords series (A1-A4)	 5 votes
(#5)tie Ravenloft II:Gryphon Hill	 4 votes
	White Plume Mountain (S2)	 4 votes

numerous titles have 1,2, or 3 votes each, and all titles will be listed in
a final summary.

If you have not voted, do so!
Mail responses to s9877751@phobos.ucc.umass.edu
Thanx, in advance

Matt

Newsgroups: rec.games.frp.dnd
From: tao@potato.princeton.edu (Terry Tao)
Subject: Re: Suicide
Originator: news@nimaster
Organization: Princeton University
Date: Mon, 9 Nov 1992 19:30:18 GMT

IT depends on the situation.

Suicide, as in going into an extremely hopeless situation to save others, is a very lawful and probably a good act, like kamikaze pilots, if the people involved are fully aware of the consequences.  It's the classic ultimate heroism you see in adventure movies (the REAL adventure ones, not the ones where the hero is never scratched, i.e. ones with body counts on BOTH sides).

Suicide as an escape to avoid despair and suffering is a cop-out, and looks pretty neutral-ish to me.  If some evil archwizard sees his armies routed, his magical creations in flames, and a horde of angry player character's bashing down his tower, then he may very well jump screaming into a sphere of annhiliation, not because he wants to rid the world of evil, but to avoid a lot of pain and humiliation.  In fact a paladin faced with an impossible enemy to fight off who takes the cowardly option of falling 






on his sword rather than (a) being ripped to shreds by the enemy or (b) ripped to shreds by the people he was supposed to protect or (c) living in shame and being an outcast, after disobeying his oaths may in fact move his alignment toward neutral for the purposes of which plane he moves to.

Terry


Newsgroups: rec.games.frp.dnd
From: vacek@athena.cs.uga.edu (George Vacek)
Subject: Re: How do UNDEAD see?
Organization: University of Georgia, Athens
Date: Thu, 12 Nov 1992 19:03:08 GMT

most literature (and movies) allow undead to sense the life esssence of
living creatures.  that could help resolve your dilema, except they still
could not see each other and walls and such.

many d'n'd undead (such as ghouls) have a phenomenal sense of smell.  this
could easily be good enough to allow facile navigation in the dark.  
especially in their lairs.

croag
vacek@athena.cs.uga.edu

my opinions are my own. -- croag
(better .sign in progress)
Newsgroups: rec.games.frp.dnd
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp.dnd
Subject: Re: Some questions about elves, swashbucklers and sword specialisation.
Date: 13 Nov 92 20:59:34 GMT
Organization: Georgia Institute of Technology

In article <1992Nov13.095059.1791@ugle.unit.no> brunborg@alkymi.unit.no (]dne Brunborg) writes:
>A character in my group, an elven swashbuckler specialised in rapier and sabre,
>wants to get the +1 to-hit bonus other elves get with their long swords on his
>rapier and sabre. He claims that the +1 bonus is because of the love elves have
>for swordplay (fencing, etc.). This is partially what the PH states.
>He says that a rapier is a far more elegant weapon that the long sword, and he's
>right. So, he screams for a +1 bonus to-hit with at least one of the weapons.
>Any opinions?

Yeah, he screams way too much.  Neither of those weapons is a longsword.  The
bonus applies specifically to longswords.  It doesn't matter which is the
more "elegant" weapon.

>Furthermore, when he fights two-weapon-style, he wants to attck 3/2 with both
>weapons (for a total of 3 attacs per round). Any opinions on this?

Well, I don't know what Edition you're playing.  If it's second, then I'll
quote the PH.  Page 96, last paragraph, second column:

"The use of two weapons enables the character to make one additional attack
 each combat round, with the second weapon.  The character gains only one
 additional attack each round, regardless of the number of attacks he may be
 normally allowed.  Thus a warrior able to attack 3/2 (once in the first round
 and twice in the second) can attack 5/2 (twice in the first round and three
 times in the second)."

Seems pretty clear-cut to me.

>Third, he wants to get a +2 saving throw bonus for dodgeable attacs, ie. breath,
>Rod/Staff/Wand, fireballs etc., when wearing light or no armor. The CFHB says he
>gets a -2 on AC (bonus) when wearing light or no armor. Any opinions?

Well, this seems to be fair within the scope of the rules.  Am I missing
something?  Why wouldn't you give him this?

>Well, that's all for now.

It seems like your player just wants all the bonuses he can get his
grubby little hands on.  Tell him to quit screaming and try roleplaying
for a change.

If he still keeps whining, I'd find some suitable 8-armed monster, put a
weapon in each of it's 8 hands, and let it attack 3/2 with every one
of them.  Give it a bonus for no armor, and kick the shit out of that
elven swashbuckler.

But hey, that's just me. :-)


-- 
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: ag757@yfn.ysu.edu (Ian Clysdale)
Subject: Re: Wanted : Traps and info
Reply-To: ag757@yfn.ysu.edu (Ian Clysdale)
Organization: St. Elizabeth Hospital, Youngstown, OH
Date: Sun, 8 Nov 1992 18:12:26 GMT


In a previous article, cheesmna@HYDRA.ROSE-HULMAN.EDU () says:

>Also, I would be interested in any kind of information on monsters,
>terrain, NPC's, or especially Good Magician Humphrey's castle for Piers
>Anthony's Xanth setting.  I was thinking of creating a little adventure
>set in Xanth :)

	I believe (don't quote me on this) that there actually is a Xanth
RPG around specifically set up to play in Xanth adventures.  Good ol'
Piers mentioned it in the epilogue to one of his novels (golem in the gears?).
  	You might want to ask at your local hobby shop to see if they
know anything about it.  Also, I know a friend of mine was working on adapting
Xanth to AD&D.  I'll check to see what he got done on it.


-- 
			Ian Clysdale
		 Student and Official Nobody
	        Internet:   ag757@yfn.ysu.edu
	      Fidonet:   Ian Clysdale, 1:163/241
From: cheesmna@HYDRA.ROSE-HULMAN.EDU
Newsgroups: rec.games.frp.dnd
Subject: Wanted : Traps and info
Date: 6 Nov 1992 20:15:05 GMT
Organization: Rose-Hulman Institute of Technology
Reply-To: cheesmna@HYDRA.ROSE-HULMAN.EDU
NNTP-Posting-Host: hydra.rose-hulman.edu

I was wondering if there was perhaps a site with a list of cool traps 
that could be placed in dungeons to give those nasty adventurers some
trouble.

Also, I would be interested in any kind of information on monsters,
terrain, NPC's, or especially Good Magician Humphrey's castle for Piers
Anthony's Xanth setting.  I was thinking of creating a little adventure
set in Xanth :)

Thanx in advance...

Allen
From: trottibw@nextwork.rose-hulman.edu(Barry Trottier)
Newsgroups: rec.games.frp.dnd
Subject: Re: New Alignments
Date: 12 Nov 1992 20:03:08 GMT
Organization: Computer Science Department at Rose-Hulman
Reply-To: trottibw@nextwork.rose-hulman.edu
NNTP-Posting-Host: g222-17.nextwork.rose-hulman.edu

In article <BxM5uK.GAx@news.cso.uiuc.edu> tgt33358@uxa.cso.uiuc.edu (Thanatos)  
writes:
> In article <BxLyqM.Fy0@acsu.buffalo.edu> v076r95v@ubvmsb.cc.buffalo.edu (The  
Nature Boy) writes:
> >
> >	Since someone posted one of the ideas for a new alignment, I wanted to
> >give people an idea of some of my own alignments. :)
> >
> >Lawful Stupid
> >-------------
> Actually Dragon gig this around the 130's, with their "front end" alignments.
> You get stuff like Lawful Stupid, andL
> Chaotic Idiot:  Same as Lawful Stupid, except the player is less tactful  
about 
> it.  For instance:
> 	LS:  
> 		DM:  Okay, the dragon has scooped up the princess, and is 
> headed for the HUGE horde of followers surrounding his cave.  Do you return
> to camp to replan strategy?
> 		LS:  No.  "ATTAAACK!"
> 		DM:  You remember that you went to the meeting ALONE.  You
> HAVE no back up.  
> 		LS:  Dear me...how embarrassing.
> 	CI:
> 		DM:  Okay, the dragon...
> 		CI:  ATTACK!
> 		DM:  But wait...
> 		CI:  ATTACK!
> 		DM:  ...what about...
> 		CI:  ATTACK!
> 		DM:  ...the hordes...?
> 		CI:  ATTACK!  Am I in striking range yet?
> 		DM:  All right (sigh).  The horde descends upon you...
> 		CI:  What horde?
> 
> Chaotic Everywhere:  Everyone knows somebody like this.  He's ALWAYS first
> in line when treasure is discovered, last in line when a trap is set off.
> 
> Neutral Puppet:  Usually a novice player, one of the more experience 
> players informs the DM what he does.  Barely gets to roll his own dice.
> 
> There's a bunch more.

Please either mail me the rest or post them, I got an extreme chuckle out them.  
:) :) :)

------------
Barry Trottier
e-mail:  trottibw@nextwork.rose-hulman.edu