HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.frp.dnd
Date: Sat, 19 Dec 1992 18:44:15 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: how to imprison a psionicist ?
	<970@blue.cis.pitt.edu>


seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
> In article <BzHDFt.19w.2@cs.cmu.edu> ddj+@cs.cmu.edu (Doug DeJulio) writes:
> >In article <886@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
> >>      I agree completely.  Or, and this is my pet peeve, a GM who makes a
> >>ruling, and then refuses to recognize the ramifications of the ruling.
> >>For example, ruling that mages can't wear metal armor because metal 
> >>interferes with magic, and then refusing to acknowledge the defensive
> >>advantage that my armored fighter must enjoy against mystic attack...
> 
> >I agree.  The correct solution is to not explain *why* mages cannot
> >wear armor, otherwise folks will try to find loopholes in your
> >rulings.
> 
>         Uh, nope, not at all. If you WON'T explain why something won't
> work, it's very, very annoying indeed. A rule that's there "just because"
> without even an attempt to justify it is, almost certainly, a very bad rule.
> 
>         If you refuse to explain the rationale behind the rules, your
> world becomes a cardboard cutout without depth. The thing that makes
> a world really work is depth and consistency of EVERYTHING -- characters,
> civilizations, and mechanics and the rationale behind them.

Ok, I'm going to give you a (silly) problem.  Armor protects people
from being hit by swords (corresponds to mages not being able to cast
spells in armor, this is working backwards, obviously).  So, why can
people swing a sword accurately while wearing armor?  This example is
quite obvious, the armor is a defense against a sword, not something
that hampers (significantly) your ability to use it.  Why don't you
use armor in the same manner?  Armor prevents magical energies from
gathering, but once gathered they can be directed without penalty at
armored opponents.  It just works on the opposite manner as armor with
swords.  Any problems with this?

	joe





Newsgroups: rec.games.frp.dnd
From: kjenks@gothamcity.jsc.nasa.gov
Subject: Re: how to imprison a psionicist ?
Originator: kjenks@gothamcity
Keywords: ectoplasmic form
Organization: NASA/JSC/GM2, Space Shuttle Program Office
Date: Fri, 11 Dec 1992 22:20:22 GMT

In article <1992Dec11.140432.5090@cs.ruu.nl> mdrijsma@cs.ruu.nl (Michael Rijsman) writes:
>[...]  So how do you(as DM) imprison your psionicists ?

(I'll tell you how I imprison spell casters in general.  Same principle.)

Death works just fine, in most campaigns.  The character can get out of
the situation (be Raised) without too much trouble, and it certainly
keeps him from Dimension Door-ing out, etc.  Plus, if the character
is dead, the rescuers will have a time limit after which time the
deceased will no longer be Raisable (see Raise Dead time limitations).

Under AD&D1 rules, the Illusionist spell Paralyzation is permanent
until the caster decides to let the poor guy go.  You might have a
similar spell researched in your campaign, then keep casting it on your
prisoner until he blows his save.  (This may take some time, and it
allows for subterfuge if the character figures out what's going on and
just pretends to be paralyzed!)

Petrfication works just as well.  If you station a gorgon, cockatrice,
basilisk or medusa in with your bad guys, they can use it to keep
prisoners "on ice" yet available for rescue by other characters.
The captors will probably keep a couple of scrolls of Stone to Flesh
or some other, non-standard method of restoring their prisoners.
And some DM's allow this kind of petrification to be subject to
Dispel Magic.

Charm Person has some decided advantages in keeping a character
prisoner.  It's a low level spell, easily detected and easily
dispelled, but it can keep a character chained more effectively
than any shackle.  In AD&D1, there is an obscure rule which causes
charmed or enslaved spell casters to have a 25% spell failure rate;
I don't know if there's anything similar in AD&D2.  Don't forget to
have your NPC renew the charm spell every day or two.

In a good role-playing game, the Charm Person could be changed into
having the character fall in love with one of his captors, or being
psychologically pressured into staying in his cell, lest the captors
start killing prisoners.

The lesson to be learned is that iron bars do not a prison make.

-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
      kjenks@gothamcity.jsc.nasa.gov  (713) 483-4368

     "Three Rings for the Elven Kings under the sky,
      Seven for the Dwarf-lords in their halls of stone,
      Nine for Mortal Men doomed to die,
      One for the Dark Lord on his dark throne.

      In the Land of Mordor, where the Shadows Lie."
        -- "Lord of the Rings," J.R.R. Tolkein
Newsgroups: rec.games.frp.dnd
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: Internet D&D games or similiar?????
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: Sat, 12 Dec 92 01:12:53 GMT


IMHO, the *best* D&D-like Internet role-playing game is a DikuMUD;
a specific Dikumud, in particular.  It's Adversary; telnet to
129.32.32.98 4000.

For more information, read Rec.games.mud.diku.

--
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: cb317@cleveland.Freenet.Edu (Stephanie J. Kessler)
Newsgroups: rec.games.frp.dnd
Subject: Re: PC vs. Player INT
Date: 16 Dec 1992 02:48:10 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I had that problem in a scenario that I just finished running my
group through.  They were being tested, and they had to go
through a Pyramid.  There were seveal puzzles involved in rreaching
the top, such as finding the "keys" to the next level, etc.  At
the very top, there was a runic test using riddles.  FIRST, the
players had to solve the cryptograms to be able to understand
the riddles, then answer them.  One of my players didn't have a
clue because he isn't as familiar with the nations of Mystara a
(as) the others.  However, it was his that got the final answers
where the other two were stuck (success despite his lack of
knowledge).  Anyway, the way I would deal with it is to prepare
some extra "clues" and make intelligence checks for the chars to
see if the find/understand them, that might give the players a
clue in the right direction.  It is certainly a difficult problem,
but since my players enjoy a mix of combat and puzzles, I try to
develop ones that are fun and solvable, but complex enough to
challenge them.  That's another possibility, tone down the
complexity of the puzzles a bit, and work up to more difficult ones.
Practice makes perfect, right?  (*grin)
-- 
The United States is a nation of laws:  badly written and
randomly enforced.     Frank Zappa

cb317 @ cleveland.Freenet.Edu
Newsgroups: rec.games.frp.dnd
From: tfpayn01@ulkyvx.louisville.edu
Subject: Re: Internet D&D games-MUD
Date: Sat, 12 Dec 1992 20:24:01 GMT
Organization: University of Louisville

In article <1992Dec12.011253.21937@mnemosyne.cs.du.edu>, cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
> 
> IMHO, the *best* D&D-like Internet role-playing game is a DikuMUD;
> a specific Dikumud, in particular.  It's Adversary; telnet to
> 129.32.32.98 4000.
> 
> For more information, read Rec.games.mud.diku.
> 
> --
> 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
> 
-- 


	Yeppers, Adversary IS good...BUT

	If you REALLY wanna have some fun, AND stay in a DnD format, get on
FORGOTTEN REALMS.  It's exactly as the name implies, though it uses a different
stats system, though I feel it's pretty damn realistic.

       I've gotta copy of the latest 'unofficial' Mud list.  If anyone wants
it, gimme a ring.

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>

Xref: sparky rec.games.frp.dnd:7309 rec.games.frp.misc:9709
From: stcak@cc.newcastle.edu.au
Subject: simple AD&D 2nd Ed. Qn's.
Organization: University of Newcastle, AUSTRALIA
Date: Tue, 15 Dec 1992 00:12:49 GMT

I have a query regarding AD&D second Ed.

Can a short bow fire Sheaf arrows? Why or why not?

Are any characters assumed to be proficient with a dagger automatically?

Thanks,
Craig.
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Keywords: ectoplasmic form
Date: 13 Dec 92 04:59:46 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd2.cis.pitt.edu

In article <78209@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>Drugs?  Why not just kill the guy?  Of course, then the player roles up
>a new psionicists, which gets killed rather quickly.
>"You're purposely killing my characters!"
>"Yep.  Most intelligent creatures target the mages in the part whenever
> possible, because they are usually the biggest threat (in anything but
> the lowest-level campaigns).

	Of course, most intelligent psionicists don't let people KNOW
what they are or what they can do, unless they are people that the Psi
KNOWS he can trust... or can MAKE trustworthy. And anyone who finds
out more than they should know... forgets. Or dies.


                                 Sea Wasp
                                   /^\
                                   ;;;
Newsgroups: rec.games.frp.dnd
From: rsm58307@uxa.cso.uiuc.edu (Ron)
Subject: Re: Silver Piece Standard
Organization: University of Illinois at Urbana
Date: Sun, 13 Dec 1992 18:55:18 GMT

In India the middle class earns about 1,400 dollars a year. Compare that to
the gp for a laborer.

	- Ron

Newsgroups: rec.games.frp.dnd
From: tfpayn01@ulkyvx.louisville.edu
Subject: Re: Fantasy Tools: The Dungeon Master Assistance
Date: Thu, 17 Dec 1992 19:57:12 GMT
Organization: University of Louisville

In article <bugs006.724569257@bugs>, bugs006@bugs.mty.itesm.mx (Maurice S. Villareal) writes:
> 
>  
> 
> Hi,
>  
>                 I just develope a program called Fantasy Tools
>         Version 2.0, this program was made for the AD&D Dumgeon
>           you information, in, what it will check with, and the 
>           penalti or bonus to the roll.

	[..]  
>         Maurice S. Villarreal  (Bugs006@bugs.mty.itesm.mx)
>  
-- 

	Sorry to be the flamebrand, Maurice, but why does this sound
conspicuously like the Dungeon Master's Assistant created by TSR for the
Commodore 64/128/Amiga?

	I've used it before, folks, and everything described above (except for
the windows adaption) WAS a part of the TSR creation, though it's been out of
circulation for about 7 or 8 years.  An IBM version was never created.

	I'm MORE than willing to stand corrected, Maurice, and this is not a
flame, more of a concern.

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
 /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /
/ // / /  /   / / / /  ///  // (502) 635-2473 / / // // // / /////  / / // // / 
<><><><><> ARE <><><><> YOU <><><><> READY <><><><> TO <><><><> DIE? <><><><><>

Newsgroups: rec.games.frp.dnd
From: bret@technix.mn.org (Bret Indrelee)
Subject: Re: Druid Shapechange
Summary: Milk of Druid Venom
Organization: Private System - Saint Paul, MN
Date: Wed, 16 Dec 1992 01:57:56 GMT

In article <1992Dec14.231807.1@wharton.upenn.edu> 
Loren Miller (millerl@wharton.upenn.edu) writes:

>On another question about druid shapechangers, in that campaign my druid
>was able to shapechange into a cobra, and into a spitting cobra, both
>forms which he used to escape from hostiles. After discovering that this
>worked he started changing into cobras and other vipers regularly and
>milked the venom from his own fangs, and he sold it (to apothecaries
>only, nudge nudge, wink wink) for lots of gold and some antivenom.
>Later, in a totally different campaign, the DM wouldn't allow this,
>since he thought it was somehow unnatural. Poisonous snakes are entirely
>natural animals, and people milk their venom sacs all the time, mostly
>to make antidotes, or so they claim. Why shouldn't it be possible?

I would allow it.  It would be most unfortunate for the player however,
since milking the venom of a snake is bad for them.  It shortens their
lifespan, and I would do the same to the character.

The problem would become self correcting, once the character realized
what was happening.

-Bret

-- 
------------------------------------------------------------------------------
Bret Indrelee               |         Nature Adores Chaos
email: bret@technix.mn.org  |   
Newsgroups: rec.games.frp.dnd
From: kjenks@gothamcity.jsc.nasa.gov
Subject: Re: Magic Jar and Victims
Originator: kjenks@gothamcity
Keywords: disallow
Organization: NASA/JSC/GM2, Space Shuttle Program Office
Date: Sun, 13 Dec 1992 23:30:33 GMT

In article <78200@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>In article <ByzyHr.Lyp@acsu.buffalo.edu> v131p9t3@ubvmsb.cc.buffalo.edu (Ninstar Cybermage: Black Phoenix Rising) writes:
>
>>Okay, the way I'm doing it is:   [...]
>Oooh...   How about this:   [...]

All of this hocus-pocus (:-) and "DM Interpretation" (which usually
causes arguments and almost invariable makes the players mad) can be
avoided by the simple expedient of not allowing anybody in your
campaign to find the Magic Jar spell.  It just causes trouble and makes
the game less fun for everbody.  Unless you LIKE arguing with your
friends.

If you disallow Magic Jar in your campaign, your game will not suffer
from its absence.  I promise.  Try it and see.

-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
      kjenks@gothamcity.jsc.nasa.gov  (713) 483-4368

     "Three Rings for the Elven Kings under the sky,
      Seven for the Dwarf-lords in their halls of stone,
      Nine for Mortal Men doomed to die,
      One for the Dark Lord on his dark throne.

      In the Land of Mordor, where the Shadows Lie."
        -- "Lord of the Rings," J.R.R. Tolkein
Newsgroups: rec.games.frp.dnd
From: mdrijsma@cs.ruu.nl (Michael Rijsman)
Subject: how to imprison a psionicist ?
Date: Fri, 11 Dec 1992 14:04:32 GMT
Organization: Utrecht University, Dept. of Computer Science
Keywords: ectoplasmic form

Howdy, I'm DMing a Dark Sun world and recently I tried to imprison the
party, but to keep the psionicist captured I used a sort of necklace of
psionic interference. Well, I might try to imprison them again in the future,
and I don't want every NPC that tries to imprison the party to have a
necklace of psionic interference. And I want to give the psionicist at least
a small oportunity to escape, so I don't want him to be unconsious all the
time. This psionicist is 6th lv and has(among others) the powers : Ectoplasmic
Form, Dimensional Door. Last time, when the party was attacked by Jozhal, I
let one of the Jozhal imprison the psionicist with the power Banishment, but
you can't keep that up to long.
So how do you(as DM) imprison your psionicists ?
(sorry but I'm Duch, so my english might not be that great)
(and Mike(psionicist player), relax, you won't be imprisoned right away)

Michael,

Magic : The One Power,
	that comes from the True Force,
	which is the driving force of Creation,
	and the force that turns the Wheel of Time.
		      - Robert Jordan, "Eye of the World" -
Organization: Georgia Institute of Technology-Office of Information Technology
Date: Fri, 11 Dec 1992 15:55:38 EST
From: Paul Goodwin <CC100PG@GITVM1.GATECH.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Re: Forging a Glass Sword
 <1gahhtINNpel@life.ai.mit.edu>

In article <1gahhtINNpel@life.ai.mit.edu>, adair@hal.gnu.ai.mit.edu (Jonathan
Edward Adair) says:
>
>But if it's a decent DM (please send him my way--please!) the sword
>should be relatively inexpensive and you should be able to hang
>onto it somewhere for a while.  The problem is whether you ever
>find the spell.  Only the most generous DM would plop the spell
>out there for you to find just because you wanted it.

Relatively inexpensive?  Compared to what?  Remember, you're dealing with
a time period where glass was so expensive that virtually no-one put it in
something as mundane as a window, much less make a specialty item like a
sword.

If you can even find a competent glassmith, it'd cost a fortune to get
that made.


Paul
From: scythe@stein.u.washington.edu (The Grim Reaper)
Subject: Re: how to imprison a psionicist ?
Organization: University of Washington, Seattle
Date: Tue, 15 Dec 1992 18:17:55 GMT

In article <752@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>In article <78347@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge A. Diaz) writes:
>>Put a helm on him with a locking strap.  He can't break the strap or pick
>>the lock.  So he can't remove the helm.  It's that simple.  If you're
>>afraid he might break the lock, keep him shackled to a wall, or bound,
>>or whatever.  A 1gp helm is all you need.
>
>>So what's this about parasites in glass jars, and cutting off forearms,
>>and prisons on other planes? :-)
>
>	Maybe because most people looked at the rule that says "helms
>shut off psis" and realized how ridiculous that rule is, and jettisoned
>the rule. 
>
>	When I encounter a rule that's obviously there for no reason other
>than to promote that semi-mythical beast Game Balance, I throw it out
>right away. If I'm going to imprison a psionicist, it will be using a
>logical method that works according to the operating physics and paraphysics
>of psi, tech, and magic. That helmet rule can't be justified well at all;
>and any justifications for it have logical ramifications which are 
>never considered. For example, if ANY helm can do this, then surrounding
>the psi with the same material as any helm should shut off his powers;
>put him in a leather tent and he's powerless. "No", you say, "it only
>works because it's on his head." Oh? So, if the helm is magically 
>levitated off his head by a thousandth of a micron, he can use his powers?
>Cool, I'll have my psi train with his TK until he can keep the helm
>JUST off his head...  Oh, that's too close? How far away does it have to
>be? How MUCH of the head has to be covered? Can I wear a helm made of
>bands of leather and steel that are like crosshatching, with open
>spaces?
>
>	That's why I get rid of such rules...
>
>
>                                 Sea Wasp
>                                   /^\
>                                   ;;;

The reason helms keep psis from using their power is because the weight
of the helmet keeps the psi from concentrating.  Sure, go ahead
and levitate the helmet.  But you can't use any other powers while
you're levitating it.
Organization: Penn State University
Date: Wed, 16 Dec 1992 11:00:01 EST
From: <SFC104@psuvm.psu.edu>
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
 <78347@hydra.gatech.EDU> <752@blue.cis.pitt.edu>
 <1992Dec15.191604.24939@caeco.mentorg.com> <BzCwnM.D3@jabba.ess.harris.com>




     MAYBE a normal helmet won't disrupt a psions powers but what about a
cursed helmet?  This helmet could be activated by psionic powers to constrict
and increase its mass every time a psionic power was used in a 20' radius, so
even NPCs or other PCs could set it off.  ( A trully malicious NPC could just
use contact over and over again just to tourture him, heh heh heh).

                                  Just a couple cents - BT

brian@opus.chem.psu.edu
From: gip207@sci.kun.nl (gip2 course)
Subject: Re: how to imprison a psionicist ?
Organization: University of Nijmegen, The Netherlands
Date: Mon, 14 Dec 1992 19:12:58 GMT

Seems I mailed the reply i meant to post so here are my suggestions for
imprisoning a psionicist:

1) Take a nice jar with cerebral parasites (or however those nice bacteria in
   the Psi-handbook are called) and plant them on the psionicist....
   POOF, no psionic strength points.

2) Spells like Imprisonment, Time Stasis. The psionicist is captured in a
   timeless state, i.e. no deterioration. It will become difficult when you
   want to question the psionicist however.

3) Mindflayers (Ilithid) are really experts at imprisoning psionicists as one
   of my players found out *evil grin*

4) Spells like Feeblemind also work wonderful against psionicists, they still
   get their +2 save bonus vs. mental attack spells though.

Etc., etc., etc. possibilities abound even in a low-psionics campaign. Remember
that the psionicists vulnerable point of the character, keep him unable to
concentrate and he/she will be unable to use psionics.

		-Smooth
From: rogue@ucrengr.ucr.edu (ed zeamba)
Newsgroups: rec.games.frp.dnd
Subject: Re: Druid Shapechange
Date: 19 Dec 92 02:39:28 GMT
Organization: University of California, Riverside

Doesnt anybody play (read) the AD&D second edition?
Under druid, it limits the maximun size to that of a bear (black?)
Now, that is vague...a small elephant may only be as tall as a bear
on its hind legs, but weighs considerably more!

Well since one can change mass to be as light as a wren..then
I dont see a elepahtn being a problem.

I also allow "giant size" varieties of natuaral creatures that
fall within this size limitaion.  

try a giant wolverine!  nasty!

In Doug Niles "coral Kingdom"  The druid heroeine shapechanges
into a killer whale.  really cool!

Don't mess with "tree-huggers!"


-- 
     /                                                                \
@###I===============> "Know me as GORD of GREYHAWK..." <===============I###@ 
     \		                                                      /
rogue@ucrengr.ucr.edu		UC Riverside -- home of the Guildsman