HDTenEightyP/NetNews huggingface dataset:
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp
Subject: Re: SRun: Grenades and Reality Checks-
Date: 7 Apr 92 20:19:49 GMT
Organization: Newt World Order

In article <44250@mentor.cc.purdue.edu>, nesiusra@sage.cc.purdue.edu (Keith) writes:
>   I have noticed something about Grenades in Shadowrun, so I did something
>   about it.  I would like the rest of ya'lls opinions on my "solution."
> 
>   6M3 Standard Offensive Grenade
>   5S4 IPE Offensive (as found in the Street Sam's Catalog)
> 
>   No adjustments to staging for successful thrown/shots?  WRONG

Maybe what they meant was a standard offensive grenade does vehicle
damage and the target is hit by one successful attack for each attack
success that exceeds defensive successes. Or maybe just one or the other
half of this. By the multiple hits thing I mean:

Bungalow Beel throws grenade at standard corpers, rolling 4 successes on
the toss. The corpers scatter like leaves, diving out of the way of the
grenade. They are all in the area of effect. Roll dodge rolls. One gets
four successes, avoiding all damage from the grenade. One gets three
successes on the dodge roll, and therefore must resist 6M3 damage with
body and armor. One gets two successes and so must resist two attacks of
6M3 damage. The last one only gets one success, and so must resist three
attacks of 6M3 damage.

Either of these modifications would be a step in the right direction.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                  internet: MILLERL@wharton.upenn.edu
Throw this screen against the wall, right now!
From: dmatiske@vyasa.helios.nd.edu (david matiskella)
Newsgroups: rec.games.frp
Subject: Re: ADND2: Help with Dual-Class
Date: 6 Apr 92 20:25:16 GMT
Article-I.D.: news.1992Apr6.202516.6959
Reply-To: dmatiske@vyasa.helios.nd.edu (david matiskella)
Organization: University of Notre Dame, Notre Dame

In article <1992Apr6.033352.3885@watserv1.waterloo.edu>, alongley@cape.UWaterloo.ca (Allan Longley) writes:
|> In article <1992Apr4.213229.3410@beaver.cs.washington.edu> tsang@cs.washington.edu (Donald Tsang) writes:
|> >But charge at least a week or two of training per proficiency.  In
|> >fact, one reason Dual-Classing isn't done very much is exactly that it
|> >takes *too* much bloody time to train in a new class. 
|> 
|> I disagree, the reason dual-classed is rare is the AMAZING ability scores a
|> character would need -- 15 is old class prime requist and 17 in new class
|> prime requist!!!
|> 
|> -----------------------------------------------------------------------------
|> Allan Longley, University of Waterloo, Department of Chemical Engineering
|> e-mail: alongley@cape.uwaterloo.ca
|> voice: (519) 885-1211 x3816		Tough set of scores to roll
|> home: (519) 746-5747
|> ------------------------------------------------------------------------------
|> 
	What I do is charge 1+1d4 years to become the new class.  Five years is probrably to long to become a fighter or thief, but to become a Mage or priest is is most likely to little so it evens out. The problem is what does the rest of the party due will thier friend is out training?
From: BJP108@psuvm.psu.edu (Brian Panulla)
Newsgroups: rec.games.frp
Subject: Re: Sex and RPG's - Why Oh Why ?
Date: 6 Apr 92 14:44:53 GMT
Organization: Penn State University

Being at college helps in this regard. In our Star Trek campaign, we have, out
of nine players, three were female (however, upon thinking about it now, were p
retty stereotyped into their jobs...CMO, Chief Engineer, and Communications).

It wasn't that hard to get our friends into role playing, since WE did it enoug
h. We just started a ADnD2 game this past weekend with four players and a DM.
two players are female.

It's all just your surroundings. We have a large proportion of female gaming fr
iends mostly because that attracted us to them. We became friends because we ha
d that common bond. Either that, or we dragged an rpg virgin to a game and she
liked it enough to stay...
____
Brian Panulla BJP108@PSUVM      "Excuse me, do these Macs have DOS on them?"
From: cks@hawkwind.utcs.toronto.edu (Chris Siebenmann)
Newsgroups: rec.games.frp
Subject: Re: HERO: critical hits (was Re: CHAMP: 1/2d6 vs d6-1)
Date: 15 Apr 92 08:04:14 GMT
Distribution: usa
Organization: Ziebmef home away from home


 Critical hit rules ultimately serve merely to kill player characters
faster, often *much* faster, than they would otherwise die. The reason
is simple statistics; PCs, out of all the characters around, have by
far the most rolls made against them, and thus by probability will get
pasted sooner or later. The same thing holds for critical failure
rules.

 Watch out for this effect when introducing crit success/fail into
your game. Also, do the math for how often they happen; most games
have far too high a chance of critfails. As an exercise, work out the
average number of times a norman person can perform their job before
encountering one, and/or the probability that a normal airplane or
spaceship flight can be completed without incident.

--
"The Law of Software Development and Envelopment at MIT:

 Every program in development at MIT expands until it can read mail."
		- greg@math.berkeley.edu
cks@hawkwind.utcs.toronto.edu	           ...!{utgpu,utzoo,watmath}!utgpu!cks
From: Andrew.Semprebon@f6008.n124.z1.fidonet.org (Andrew Semprebon)
Sender: FredGate@ocitor.fidonet
Newsgroups: rec.games.frp
Subject: Reality
Date: Sat, 11 Apr 1992 08:53:50

In article <oakes.702319112@clear15>, oakes@rtsg.mot.com
(Ronald Oakes) writes...
 
>I would like to add an additional thought:  Annother poster responds >that Role Playing Games contain things that are real, sighting Deamons >and Magic as examples.  He then concludes that playing these games is >bad.  Monopoly
 
Now wait a minute.  Let me get this straight...this guy thinks AD&D resembles reality???  What planet is he from?  GURPS, rolemaster, maybe, but AD&D??  :^) 

 * Origin: Meridian -=- (214) 235-3164 -=- Dallas, Tx. (1:124/6008)
Newsgroups: rec.games.frp
From: jrlucas@owlnet.rice.edu (Jason Randolph Lucas)
Subject: Re: AD&D 2ed. Weapon Specialization
Organization: Rice University
Date: Tue, 7 Apr 1992 02:51:52 GMT

In article <6APR199210545213@zeus.tamu.edu> mpk9716@zeus.tamu.edu (Health Man) writes:
>
>	Did anyone read the last Dragon that stated a Fighter can have
>a specialization in only one weapon?  According this the Dragon, the
>first printing of the Players Handbook and the Fighters Handbook are in
>error when they say a fighter can specialize in more than one weapon.  I had
>figheters that were specialized in many weapons, this new outlook takes
>away much of that power.  But, it does make some sense that one can only
>be SPECIALZED in a single weapon.  
>
>	So, all you fighters better be carefull when you pick you weapon
>specialization--you only get one now.
>
>	For those of you who also read this article in the Dragon.  Tell me,
>do you think the Kits get the free specialization in addition to the normal
>one? or what?
>
>Michael
>

I agree that this costs the fighter a lot of power. In my campaign I allow
fighters to spend as many slots as they wish on weapon specialization (I
also allow multi-class fighter to specialize in one weapon instead of the
standard zero.) Although the main example of this in my campaign, has
become a total combat monster, in general i don't think that this is
a problem. You might want to check Dragon #165 (or so, it has a sea monster on
the cover), as it has several bonus abilities for fighter, although they
require major reworking to fit into 2nd Ed. (I modified them to a point
system, similar to thieving skills...)

Jason Lucas
jrlucas@owlnet.rice.edu

Newsgroups: rec.games.frp
From: sasso@flounder.phy.anl.gov (John F. Sasso)
Subject: Re: CHAMPS: question on turn sequencing
Organization: Argonne National Laboratory
Date: Thu, 16 Apr 1992 18:22:58 GMT

Champs and dodging:

I am more confused than ever by this discussion.  I know the way that
I interpret the rules, but I've seen several variations.  The questions
are:

(Guy, speed 4, actions on 3,6,9,12)

1)  Guy dodges as part of his action on phase 3.
	Does the dodge bonus stay in effect until:
	a)  Beginning of phase 6
	b)  Through phase 6
	c)  Beginning of phase 9
	d)  Through phase 9

2)  Guy aborts to a dodge on phase 3.
	Does the dodge bonus stay in effect until:
	a)  Beginning of phase 6
	b)  Through phase 6
	c)  Beginning of phase 9
	d)  Through 9

3)  Can guy do the following on phase 3?
	Dodge, 1/2 action, AND move 1/2 action.  y/n

4)  Can guy do the following on phase 4?
	Dodge, 1/2 action, AND attack 1/2 action.  y/n

5)  If guy dodges as part of his action, does this mean that
	he can continually more OR attack on his action,
	while keeping up the dodge bonus?  y/n

6)  If guy aborts to a dodge on phase 3, does he need to abort
	again on phase 6 in order to keep up his dodge bonus
	through 9?  y/n

7)  Guy cannot abort to a dodge on any segment that he has
	already attacked.  Can he abort on any segment that he
	has already acted (full move, for example), but not
	attacked?   y/n

I know that my question are redundant; I've tried to ask the same
questions a couple of different ways.


						John F Sasso



 
-- 
"The only way to true inspiration is the study of TedDo.  And lots
of MauMau, of course."  The Elvis Lectures
"I am not the False Bob, I am a free man."  The Book of FalseBobs
"Since the introduction of MauMau, HP sales have skyrocketed." Book of MauMau
From: Kay.Shapero@f524.n102.z1.fidonet.org (Kay Shapero)
Newsgroups: rec.games.frp
Subject: Re: Silly GM tricks
Date: 13 Apr 92 19:42:59 GMT
Organization: FidoNet node 1:102/524 - StormGate Aerie, Los Angeles CA

On <Apr 12 19:44>, Scott Moir wrote to All:

 SM>20x20 room, door on opposite side of the room. The floor of the 
 SM>room
 SM>is covered in sand, some six inches deep. In the cieling is a 
 SM>hole
 SM>a foot across.

 SM>They wouldn't step one foot into the room. They went elsewhere.

 SM>The hole was just a hole, the sand was just sand. :)

Spherical room, just the size of a fireball.  No gravity.  Stasis box 
floating at the exact center...

Nobody dared open it. 



--  

Kay Shapero
Internet: Kay.Shapero@f524.n102.z1.fidonet.org
Compuserve: >internet:Kay.Shapero@f524.n102.z1.fidonet.org
Newsgroups: rec.games.frp,rec.games.rpg
From: tgt33358@uxa.cso.uiuc.edu (Deus Imperator)
Subject: Re: Killer: Live RPG
Organization: University of Illinois at Urbana-Champaign
Date: Wed, 8 Apr 1992 16:17:48 GMT

According to the most recent issue of Previews, SJG is rereleasing
Killer, sometime in May, with whole new weapons and everything.


-- 
Thanatos, DeathUrge, Master of a Bunch of Stuff tgt33358@uxa.cso.uiuc.edu
"Why would you think a priest any more moral than the rest of us?  Heavens
 sake's child, why do you think they're called 'Father?'"
					-The Company of Wolves
Newsgroups: rec.games.frp
From: douglash@meaddata.com (Douglas Holzworth)
Subject: Re: AD&D:  So what happens when ...
Organization: Mead Data Central, Dayton OH
Date: Tue, 7 Apr 1992 20:37:09 GMT
Distribution: usa

In article <1992Apr7.170841.2859@watserv1.waterloo.edu>, alongley@cape.UWaterloo.ca (Allan Longley) writes:
|> Here's some unproductive dribble.
|> 
|> What happens when you:
|> 	(a) Turn a Bag of Holding inside-out?

	    Answer: Wow, serious topology!  It automatically tears: all
	    you have left is a handful of Moebius strips.

|> 	(b) Cast Chainlightning in a Rope Trick?

	    Answer: 1) You pretty much guarantee that you will NOT be invited
	    on further adventures with the group presently in that space.

	    2) Pretend it wasn't you and glare suspiciously at the thief.

|> 	(c) Cast Rope Trick inside a Rope Trick and the first one ends?

	    Answer: You're pretty much left hanging.  :)

|> 	(d) Eat the horse summoned by Mount?

	    Answer: 1) You find yourself hungry again at the end of the spell
	    duration.  If travelling with anyone other barbarians or
	    lycanthropes, see answer to b.

	    2) Spit out the hooves and ask what's for dessert.

	    3) Raise your ponytail in a threatening fashion.

|> 	(e) Feed people Troll pieces?

	    Answer: You'll find that these people will want to get together
	    soon.  :)  See b.

|> 	(f) Are an elf polymorphed into a Fire Giant and are about to have
|> 	    children with your new Fire Giant wife?

	    Answer: Several possibilities (not mutually exclusive):

	    1) "About to have children"?  Would this be breakfast, lunch, or
	    dinner.  Casual attire is fine for the first two, but something
	    dressy is indicated for the latter.

	    2) Close your eyes and fantasize about someone else.

	    3) Rest assured that years of drugs and therapy will probably
	    take the edge off the experience.

	    4) Think about the fun you'll have later, pointing at the pointy-
	    eared offspring and demanding "Well it damn well didn't come from
	    MY side of the family!"
From: trip@cco.caltech.edu (Trip)
Subject: Re: SRUN: Cyberware & sanity loss
Organization: California Institute of Technology, Pasadena
Date: Thu, 16 Apr 1992 06:36:12 GMT

jwtlai@jeeves.waterloo.edu (Jim W Lai) writes:

>And as someone pointed out, a manditory cyberpsychosis rule would make
>it impossible to construct a Deunan-wanna-be (see Appleseed), who has
>practically had a full-body replacement; he's mostly a laid-back
>fellow.

You mean Briareos. Deunan is just getting started. :)

I did actually try to make a Briareos clone in mostly-unmodified
ShadowRun. It didn't work very well. Not only did I run into Essence
limits (four cyberlimbs and Dermal Plating 2 is 6 Essence, and we
haven't even started on blood filters, cybereyes, and vehicle rig), but
high-strength cyberlimbs are extremely expensive. On the other hand,
Briareos was pretty clearly a military model, which means lots of money,
which means alpha and beta cyberware.

Trip				|   Never stay a minute too long
President, ECNG			|   Don't forget the best will go wrong
(trip@cobalt.cco.caltech.edu)	|   Nobody's on nobody's side
				|			-_Chess_
Newsgroups: rec.games.frp
From: johnf@apollo.hp.com (John Francis)
Subject: Re: 100-DICE: they don't work.
Organization: Hewlett-Packard Corporation, Chelmsford, MA
Date: Wed, 15 Apr 1992 17:51:53 GMT

In article <1992Apr15.093157.54495@cc.usu.edu> sl9b4@cc.usu.edu (Deep Six) writes:
>In article <1992Apr15.134824.5077@mcs.kent.edu>, 
>adray@Condor.mcs.kent.edu (Adam Dray) writes:
>
>> The latest Dragon (180?) has a GameScience ad selling the Ten's Ten
>> as well as the true d100 (zocchihedron), a true d7, and a true d50.
>> 
>> My question is, why bother?
>
>This is my question, too. If you are playing so much that the Great and
>Mighty Law of Averages is going to become a really big issue in your 
>game, uh, I submit you might need to find a job.
>
>etc...
>
>Calm down, it's just one roll, in one game, and it's not even going to 
>effect the outcome of the game. I'm just going to keep rolling dice the way 
>I always did, and if someone has a beef over which was the ten's dice and 
>which was the one's dice, I'll deal with the problem then.
>
That's not the point.  If you and your group are happy with the way dice are
being rolled (or whatever else you are using as decision-making aids), then
you don't need anything different. The cases where a "Tens Ten" is useful is
for the player (or DM) who occasionally 'forgets' to nominate which is the
higher die before rolling the dice.  I've known it to happen a few times in
groups that I've played in.  If I'm the DM I just ask for a re-roll; if I'm
not the DM, however, it is a little harder.  Do I accuse one of the other
players of cheating?  If the outcome of the roll only affects that player
then I would keep quiet, but how many decisions only affect one player?
Things are much easier if the DM suggests the use of differentiated dice.
From: tyros@gacvx1.gac.edu
Newsgroups: rec.games.frp
Subject: SRUN: Cyberware & sanity loss
Date: 11 Apr 92 23:34:40 GMT
Article-I.D.: gacvx1.1992Apr11.173440.1
Organization: Gustavus Adolphus College, St. Peter, Minnesota
Nntp-Posting-User: tyros

Shadowrun offers the character score of essence to limit the amount of
cyberware a person can accomodate. But is there any side effects to having your
brain and various members of your body scrambled with tinfoil? The sourcebook
mentions the loss of sanity as the cyberware is added, but does not give any
guidelines on how to incorperate this loss into the campaign. Perhaps the
creators assumed that these players' characters should be played a little (or
real) nuts. However, I find that this does not inflict any real problem for
gameplay. Therefore I suggest a sanity loss table according to cyberware
essence loss. Any suggestions? -Tyros
Newsgroups: rec.games.frp
From: rcashman@cs.ulowell.edu (The Jester)
Subject: Re: Shadowrun: Controlling magicians
Organization: University of Massachusetts at Lowell Computer Science
Date: Wed, 15 Apr 1992 22:07:26 GMT

In article <0dv6v5q00WAuQ94Vkd@andrew.cmu.edu> wt0b+@andrew.cmu.edu (William Henry Timmins) writes:

[My original post deleted.]

>	Sigh. I haven't been following this thread, but let me indicate why
>they are discussing such things:


That wasn't the point.  The point was that they had beat the topic to death.


>	Yeah, it's just a game. Because it's a game, you want things to make
>sense. If you are a being with even a shred of curiousity, and your
>character has to blunt any intelligence to avoid seeing things that
>don't make sense in his/her world, then you get annoyed.


Lookit.  By their NATURE, to play in ANY RPG, you have to suspend that
little voice in the back of your head that says, "This isn't real."  The
whole point of an RPG is to take part in something fantastic, some kind
of adventure that you, personally, could NEVER have.  So excuse me if
I don't buy this.  If you're going to question the way the Matrix works,
why not question the way magic works in a fantasy game?  Or why energy
weapons or warp drives function the way they do in space-age games?
The point is this: if something is integral to the genre you choose to
play in, then just accept it!  Your character LIVES in the world where
this Matrix exists, and has ALREADY accepted it!  You have to work to
do the same.  If you can't, you'd be better off playing Papers and Pay-
checks seven days a week.


>	Reality testing allows you to suspend disbelief, and allows you to come
>up with ideas. The worst thing in a game is not to be able to come up
>with ideas because the background has contradictions or makes no sense. 


I don't see the background as being contradictory or false.  The story told
was simply that computers got advanced enough so this beast called the Matrix
exists and flourishes.


>Or-
>"No, you can't do that."
>"Why?"
>
>1) Because it hasn't been done, and someone would have thought of it.
>(ie- reality flaw)
>2) Because it would destroy the world (ie- you invent a completely new
>use of /bla/ which revolutionizes everything = reality flaw)
>3) Because it would destroy the game (ie- you become lord of the
>universe in a relatively easy way which no one's thought of before =
>reality flaw)


If any one of these little problems are rearing their heads in the first
place, you have a very twisted way of gaming.


-------------------------------------------------------------------------------
Brett Cashman (The Jester)			    	rcashman@cs.ulowell.edu

"There's a place I like to hide,
 A doorway that I run through in the night."		- Geoff Tate
-------------------------------------------------------------------------------
Newsgroups: rec.games.frp
From: jwtlai@jeeves.waterloo.edu (Jim W Lai)
Subject: Re: SRUN: Heavy weapons as sidearms
Organization: University of Waterloo
Date: Thu, 16 Apr 1992 22:21:33 GMT

In article <RATINOX.92Apr15215428@splinter.coe.northeastern.edu> ratinox@meceng.coe.northeastern.edu writes:
>Collect all your brass, leave town, and maybe get a replacement
>barrel (make sure you totally destroy the old one) if you're really
>paranoid. And a new sound suppressor.

If you're really paranoid, use caseless ammo.  This is supposed to be 2050,
after all.  The only reason cased ammo still exists is for custom-loading,
no doubt.  (Though that is suspect, given the technology curve in any
cyberpunk-ish game.)
From: unixwiz@mcl.mcl.ucsb.edu (Silk)
Newsgroups: rec.games.frp
Subject: Re: Inspired character names
Date: 16 Apr 92 06:34:23 GMT

How about the AD&D1 Kensai wielding two katanas called.....


Art Cuisin.....

<in Japanese, and a few other asian countries, the last name comes
first...>

unixwiz@mcl.mcl.ucsb.edu
From: sem@hpcndaw.CND.HP.COM (Steve Mullins)
Newsgroups: rec.games.frp
Subject: Re: GURPS combat time.
Date: 16 Apr 92 15:39:10 GMT
Organization: HP Colorado Networks Division

>In the Quick Contest rules under discussion, the *full* skill is used in a
>quick contest of skills, the winner of which hits, and may do damage.
>
>Please correct me if I am wrong.
>
>Timothy Little (u894793@bruny.cc.utas.edu.au)
>#include <std.disclaimer>
>----------

I always thought it meant PD + Active Defense, not skill.  In the
"Quicker Combats" sidebar in Basic (p.108), the term "defense roll" is
used twice, never "defense skill".  Also, the rule is aimed at making
the defense roll *harder*, concluding with the statement:  "This makes
successfull defense rolls harder, and speeds combat!"

Personally, I've always thought Defense was hard enough -- people
usually make their Attack rolls; it's the Defense rolls that decide the
battle.  Why not shorten the combat procedure by skipping the Attack
roll entirely!

I don't like lowering Defense rolls.  When I first started playing GURPS
we played the Ein Arris adventure to "get a feel for the system".  My
observation was that Defense rolls were so low that whoever struck first
won the battle!  Might as well have had a Contest of Move!  SJ later raised
the Block roll from skill/3 to skill/2, kicking and screaming the whole
way, but it saved the system in my mind.

St. Mullins
From: cripe@cunixf.cc.columbia.edu (Richard Cripe)
Newsgroups: rec.games.frp
Subject: Re: Inspired character names
Date: 17 Apr 92 18:46:54 GMT
Organization: Columbia University

And then there my Chaotic Neutral fighter,    Rand Ohm.  


And my LG cleric, Dom Delios, very rotund and tended to do comical things.
		 (Dom Deluise sp?)

These are true!
--Rick!
Rick Cripe			:I must not fear.  Fear is the mind-killer.
cripe@cunixf.cc.columbia.edu	:Fear is the little-death that brings total
				:obliteration.  I will face my fear.
				:  --Duke Paul Muad'Dib Atreides
Newsgroups: rec.games.frp
From: warlock@ecst.csuchico.edu (John Kennedy)
Subject: Re: Story:  Jayhawk (final notes)
Organization: California State University, Chico
Date: Sun, 12 Apr 1992 02:55:10 GMT

In article <1992Apr8.145158.26329@u.washington.edu> Mary K. Kuhner writes:

-->  Episode #144 is the last one; campaign and story both end at that point.
-->  A fitting ending, I think, though I'm always sorry to see the last of a
-->  good campaign.

  Do us all a favor and write some more stories.  (:

-- 
John Kennedy/KC6RCK/warlock@ecst.csuchico.edu  "IBM, You BM, We All BM for IBM!"