HDTenEightyP/NetNews huggingface dataset:
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: Ship for dogfighting
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Mon, 14 Dec 1992 14:12:24 GMT


blojo@xcf.berkeley.edu (Jon Blow) writes:
>ZZFreeKill writes:
>> Good for Dogfighting?  GOOD FOR DOGFIGHTING?!?!?  A SC is better for
>> dogfighting than a DD.
Er, maybe.  Both have a fuel tank the size of a peanut.  The SC is merely
a marginally smaller peanut.  

Hell, if I can dogfight in an AS, you can dogfight effectively in SCs OR DDs.

>NO WAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THE DD IS THE COOLEST SHIP IN ALL
>OF NETREK I CAN HOSE BALTON IN A SB IN ONE RUN IN A DD

>AND I DON'T EVEN NEED THE OTHER 5 CAPTAINS

>THE DD IS THE BEST DOGFIGHTER EVER!!!! AND ITZ A RELATIVELY SMALL SHIP,
>SO YOU GET MORE KILLZ FOR YUR ENEMIES, WHICH MEANS WHEN YOU UPGR^H^H^H^HMODIFY
>YOUR SHIP YOU CAN PUT BUFF FAZERS ON IT AND MORE FUEL AND CLOAK REALLY COOL.

>AND DD PLAZMAZ KICK ASS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

>BESIDEZ, ALL UTHER SHIPS ARE FOR TIGHTASSES -- WHY DO YOU THINK THEY KALL
>              THE DD THE SHIP OF LOOSE?

>   -- BITCHIN WAY K00L PEA|<0CK!
it had to happen...

GOD->ALL  Ensign Mojo BIFF!!!11!1 joining as R1 (...)

				--Commodore Video Sex Pope, NCSU
				--"so where do I FTP a VIC=20 client?"

--
          jecoleb@eos.ncsu.edu : have clue, will travel.
       ---------------------------------------------------
     It's time to see the world / It's time to kiss the girl
              It's time to cross the wild meridian
  Grab your bag and take a chance / Time to learn a Cajun dance
             Kid, you're gonna see the morning sun... 
Newsgroups: rec.games.netrek
From: mdm@hadrosaur.cis.ohio-state.edu (Michael Moore)
Subject: Re: This has gone too far.....
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Tue, 15 Dec 1992 03:55:24 GMT

In article <Mf=AyPi00YUoEJrYx7@andrew.cmu.edu> "Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:
>
>
>Ok, let's compare how the torp warp goes.  The SC has a *much* longer
>effective torp range than the DD.  Why?  SC torps go faster, and the
>SC dodges better.  So the SC can get into torp range and DD can only
>phaser.  Now, DD phasers don't bring fear into the heart of SC pilots,
>and the DD tractors aren't too fearsome either.  So the SC closes to
>effective torp range (the DD still can't hit it with torps) and wins.
>Any questions?
>

	Boy, you got sand in your head if you think you can take out
a DD in a scout.  DDs are better equiped to dogfight, they've got more
shields, they've got more fuel, they've got tractors that actual work,
they have torps that actually hurt, and they've got a recharge rate to
kill a horse.

	And you must have amazing aim if you can kill someone from clean 
out at maximum range without running out of fuel long before.

	"Any questions???" What is this, a your brain on drugs commercial?
I'm Mr. Smug I am, mr. smug I am I am.... 

	-Michael )Ged(
-- 
|\  Michael  Delbert  Moore     _   /|     Home   : (614) 471-1937         /|
| \ OSU Student  Programmer     \`o_O'     Office : (614) 292-7161        / |
| / Undergraduate CIS major       ( )      Email  : mdm@cis.ohio-state.edu\ |
|/-------------------------        U       --------------------------------\|
From: mlee@soda.berkeley.edu (Michael Lee)
Newsgroups: rec.games.netrek
Subject: Re: AS: How useful is it?
Date: 14 Dec 1992 12:56:39 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <Bz8BJB.36o.2@cs.cmu.edu> hill@norman.vi.ri.cmu.edu writes:
>You want to reduce phaser locking?  Hmm...I don't like that...:-)  Spoken  
>like a true planet taker, elf...:-)


That's easy!   Make them play on sun 3/50's with screwed mice pads!
They'll never get a phasor lock with these.

:)

mlee
One, Two, etc...
From: genie@netcom.com (gene choi)
Newsgroups: rec.games.netrek
Subject: Re: Bored of clueless games?  Then read this...
Keywords: clue game cluelessness twink fun ogg scum escort
Date: 15 Dec 92 06:04:36 GMT
Distribution: usa
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

In article <1992Dec15.031129.22305@netcom.com> genie@netcom.com (gene choi) writes:

>/*----------------------------------------------------------*/
>Last weekend's game was pretty good.  I'm organizing a clue game
>for this Wednesday (WEDNESDAY) the the 19th.  It will be
					^^^^--- Er. Correction.  The 16th.
>at 5PM PST = 8PM EST (a previous post had an error in the 
>EST time, sorry for the confusion. I cancelled the other
>article, so hopefully, you wouldn't have seen it.).  The server
>will be in Berkeley. (with a decent net connection).
>/*-----------------------------------------------------------*/

Gene

Moto: How many times am I gonna have to correct myself
to get this shit right.
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sun, 20 Dec 1992 00:00:58 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: This has gone too far.....
	<1h0n0lINNr38@agate.berkeley.edu>


jh@heel.CS.Berkeley.EDU (Jack Hsu) writes:
> In article <18Oj03wnc5AI00@amdahl.uts.amdahl.com> fadden@uts.amdahl.com (Andy \
> McFadden) writes:
> >       STOP!!
> >
> >As somebody else stated, the best dogfighting ship is the one that YOU can
> >dogfight best in.  I do best in a CA.  You can argue 'til you're blue in the
> >face that BB or DD or SC or (what the hell) AS is better, but IT DOESN'T
> >MATTER.
> >
> >Every ship has tradeoffs.
> 
> Exactly. Every ship has tradeoffs, some are better for taking planets, some
> for bombing, and others for dogfighting. We are trying to discuss which ship
> is the best ship for dogfighting.
Actually, I thought we were discussing if SC's could beat up DD's in a
dogfight.  Almost everyone agrees that BB's win in dogfights (for some
reason I sense a GED ogg coming...) 

	joe
	Purple haze
	Lamb, Leg Of
From: ce202a2@prism.gatech.EDU (Peter L. Thomas)
Newsgroups: rec.games.netrek
Subject: Minimal clue server
Date: 15 Dec 92 22:14:25 GMT
Organization: Georgia Institute of Technology

Additional suggestion for the features of the Minimal Clue Server:

(1) any player ejected by the server gets their address dumped in a
file, which is purged by a daily cron job which mails the Netrek FAQ
file to them.

(2) this feature is available only thrice (i.e. figure out in three
strikes or you're out)

--Pete
-- 
Peter L. Thomas (Senior AE)
"Figures never lie, but liars always figure."
Georgia Institute of Technology, Atlanta Georgia, 30332
Internet: ce202a2@prism.gatech.edu
Newsgroups: rec.games.netrek
From: tedebear@leland.Stanford.EDU (Theodore Chen)
Subject: base practice server
Organization: DSG, Stanford University, CA 94305, USA
Date: Sat, 19 Dec 92 10:01:31 GMT


i think it's one of the best ideas to come along in a
while.  i want to get better at basing, but i haven't been
taking out a base because i'm not very good at it.
but anyway, i notice that sometimes the robo-oggers just
sit by their home planet instead of coming after me like they're
supposed to.  is this a bug or a feature?

also, what do you do when the oggers uncloak on opposite sides
of you?

-teddy
p.s. i guess i'll be digging up that FAQ on basing again...
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: A question on aging.
Date: 13 Dec 92 14:15:53 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd1.cis.pitt.edu

In article <78210@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>In article <1992Dec13.041254.6924@blaze.cs.jhu.edu> arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes:
>>Elves have level limits severe enough to keep them from being able to cast
>>wishes.

>Rings, scrolls, swords....

	...which are NOT cast by the Elf in question, and thus whether or
not the Elf was immortal it wouldn't matter. The aging was already
taken by the person who made the ring/scroll/etc., since they cast the spell
and put the power into it.

>level 18 if you use the option rule that allows non-humans 1-4 more levels
>if their prime requisite is high enough.
>At level 18, an elf could cast a wish every day.  Let's see, 5 years per day,
>times 365 days per year....  1,825 years of aging in a single real year.
>I'd say that, unless there's some sort of age limit, highly intelligent
>elves could have a field day with the wish spell....

	Unless you (A) remove the aging BS from the Wish spell (why 
aging? I don't know. I always figured it made more sense for it to injure
the person physically or psychically, but aging seemed a little silly),
or (B) say that Wish imposes a STRAIN on anything (other than gods, demons,
etc) that uses it, and this strain shows up differently depending on
your race. In humans, it ages you by 5 years; in Elves, it removes 1d4 
HP PERMANENTLY. (you could get them back by gaining a level, but that
in itself is a pretty steep cost...) Or something like that.

	Me, if I had characters at that high level, I wouldn't worry about
it. LET them use wishes. 

	The bad guys can too...

				Sea Wasp
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Sun, 13 Dec 1992 13:37:35 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: how to imprison a psionicist ?
	<1992Dec12.064948.9217@newton.ccs.tuns.ca>


baltzebw@newton.ccs.tuns.ca (Bruce W. Baltzer) writes:
> doesn't seem like it'd be too hard, really.  assuming the captors know of the
> psionicist's abilities, they would just keep him/her drugged to the point
> where the PC couldn't think straight.
> in my campaign, when i first introduced psionics, the psionicist was a boon
> whenever the party was captured, and i was prepared for this - after all,
> psionics was a 'new class', and npc's weren't used to it either.  but a villain
> who knows of the party members' abilities could certainlt be expected to keep
> a psionicist heavily sedated.  if really woozy won't do the trick, then
> sleeping drugs.

This is a good short term solution but what about long term?  How long
can you keep someone asleep before they dehydrate and die?  What about
food and involuntary body functions?  This is going to take a lot of
work to keep him for more than a day or so.  Magical means would be
needed after a few days (forcing someone to drink while unconscious is
just asking for disaster...assuming you want to keep them alive of
course).  

	joe
Newsgroups: rec.games.frp.dnd
From: griffin@sage.cc.purdue.edu (Zack Thompson)
Subject: Re: how to imprison a psionicist ?
Organization: Purdue University Computing Center
Date: Mon, 14 Dec 1992 04:15:50 GMT


Howdy-

ZT here.

I saw someone earlier say something about how to keep a hold of a
  psion once you do manage to catch him, without him teleporting 
  away, or going ghosty, or something fun like that.  Well, here's
  your answer.  Twist his arm.  Slap him every now and again.  
  Shake him around a little.  Little things can disrupt concentration
  REALLY well.  Think about it.  How well could you count by threes
  (3, 6, 9, 12...), a relatively simple exercise, if someone was 
  almost but not quite pulling your shoulder out of socket every few
  seconds.  You'd lose count pretty quick, I think.  And I would
  guess that psionics take a little more work than that.

Just for MY Record.

                      The Crystal Griffin
Organization: Miskatonic University
Date: Sat, 12 Dec 1992 12:35:26 EST
From: Brian Panulla, MooCow <BJP108@psuvm.psu.edu>
Newsgroups: rec.games.frp.dnd
Subject: FAQ ALERT: Character Generators?

Hi! I'm in the market for a good Character generator for an MS-DOS machine.
I've looked at ROLLER.ZIP, but I wasn't really satisfied. Are there any good
DOS-Windowing programs out there?

I may have to write one. Hmmmm. Wouldn't mind being saved the time, though.
______
Brian Panulla                    MOOO!                      Hail Sinfonia!
bjp108@psuvm.psu.edu  /  ender@vivaldi.psu.edu  /  moocow@fubar.bk.psu.edu
(The opinions expressed above are mine alone, and do not reflect those of)
(Penn State University, or the Center for Academic Computing, so there!  )
From: tfpayn01@ulkyvx.louisville.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Class' power (was Re: how to imprison a psionicist)
Date: 18 Dec 92 19:08:28 GMT
Organization: University of Louisville

In article <1992Dec18.015133.7985@sfu.ca>, akostur@fraser.sfu.ca (Andre John Kostur) writes:
> In article <1gr21hINNgqd@master.cs.rose-hulman.edu> operbwt@nextwork.rose-hulman.edu writes:
>>I prefer Dark Sun Gladiators with about 10 psionic powers anyway (with about  
>>500 PSP's to boot)!  (I don't prefer them to play, I just think that they are  
>>all powerful.)
> 
>  Where did you get a gladiator with 10 powers and 500 psi points?
>  I am assuming a wild-talent here....
> 
>  Getting 10 powers by random roll really isn't all that likely.
> 
>  About the 500 points, the way I calculate a wild psi's power level is to
>  calculate it based upon the power he rolled, and _not_ any of the prereq's.
>  I figured this out after 1st level wild psi's were coming out with 200 PSPs.
> 
	And that's if he's DAMNED lucky!

	Folks! One point we all FORGOT (especially me! Shame!)

	Psi-heds start out with a MAX POSSIBLE of 25 PSPs.  Then they can gain
a MAX POSSIBLE of 14 PSPs per level!  It never gets any bigger than that!

	My 8th level Multi-class has 89/89!  That means I can teleport to my
home 100 MILES away ONCE.  I DOUBLE cost if I take along baggage (i.e., another
person/creature).  Yes, Psi-heds'r diverse, but we can't utilize ALL our
powers, UNLESS....


	You get a Wish spell, and wish for a Jem of 100 PSPs, that can only
regenerate PSPs at 1/rnd.  Regeneration can't go any faster, and I can't make
it go faster, or store any.  It's like a psychic battery (hmmm, have to think
about that one!)!

	Oh yeah, my 5th level Psionicist (Thri-Kreen, though I really wanted to
play a Tohr-kreen, tho' no reliable stats on it.) has this.  It's great when
you kill a Medusa for someone!  But OH did I pay for it.

	My $1.99.  Rally's anybody?  Got 12 cents to pay for the government?

-- 

/  / // / / /  / /  / / // / / // / //  / /   /  // /  / / / / // // / / / // /
// // /  / // /// // / / /// /// // /// /// // // /// / ///// // /   / // // /
/  /  ________|\_______________________________________________   /  /  // / /
/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
/  / /  /  ///  / /  /  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: 2186filterj@vms.csd.mu.edu
Newsgroups: rec.games.frp.dnd
Subject: Spells on Computer anyone?
Date: 17 Dec 1992 18:54:29 GMT
Organization: Marquette University - Computer Services
Reply-To: 2186filterj@vms.csd.mu.edu
NNTP-Posting-Host: vmsf.csd.mu.edu

Hello,

I was wondering if anyone has taken the time to type in the mage spells for
AD&D 2d edition?  I own the books and was planning to type them up on my
word processor so that I could print them out in my "spellbook" that I keep
with my character sheet.  My mage has relatively few spells, and that is why
it would be easier that paging through the PHB or the Tome or the Wizard's
HB or whatever other book the spell may be in.

I realize that this may be a fuzzy line on copyright legality, however, I 
assure you that I do own the books.  If you do not feel that it would be
right to email me the spells, then DO NOT DO IT.  I would also appreciate
a copy of any net.spells that have been compiled.

Thanks in advance for any help.

-Jon
Newsgroups: rec.games.frp.dnd
From: akostur@fraser.sfu.ca (Andre John Kostur)
Subject: Re: Class' power (was Re: how to imprison a psionicist)
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Mon, 21 Dec 1992 02:38:48 GMT

In article <f#r23qp@rpi.edu> jelliw@rpi.edu writes:
>In article <1992Dec20.055329.12237@sfu.ca>, akostur@fraser.sfu.ca (Andre John Kostur) writes:
>|> In article <1992Dec19.165011.750@Princeton.EDU> dagolden@phoenix.Princeton.EDU (David Alexandre Golden) writes:
>|> >Yes.  Psi's can pick.  But remember that they have to have at least twice
>|> >as many in their primary discipline as in any other, which limits them from
>|> >spreading too thin.  Or else they become a "one trick pony".
>|> 
>|> Twice?  I somehow remeber it being equal to or less than (if you have 2
>|> sciences and 5 devotions in your primary discipline, you may not have more
>|> than 2 sciences and 5 devotions in any other discipline singly)
>
>Getting closer. It's strictly less than # in primary. in your example, the 
>limit in other disciplines would be 1 science and 4 devotions.  David was 
>probably recalling the rule that you must have twice as many DEVOTIONS as
>SCIENCES _within_ a single discipline, i.e. you must have 4 devotions to 
>get 2 sciences.
>
>no sig, just Bill

Ooops.  Yes you're right.  I stand corrected.  For reference, it says this
on page 12 of the Psionics Handbook.


      ^ 
     ' ` 
  **'   `**         Andre Kostur
 ***  _  ***
  *''***``*         akostur@sfu.ca 
   `     '
From: pmenard@cse.unl.edu (Patrick Menard)
Newsgroups: rec.games.frp.dnd
Subject: Read Magic
Date: 17 Dec 1992 23:03:54 GMT
Organization: University of Nebraska--Lincoln	
Distribution: world
NNTP-Posting-Host: cse.unl.edu
Summary: the spell Read magic
Keywords: stupidity magic spells nwp

Does anyone else out there think its kind of stupid to have a spell that allows
you to read spells?  How are you supposed to read the 'read magic' spell to
begin with?(kind of a catch-22 I think)

Ok, so when Gygax made up 1st edition he had to have some way to make magic
different.  So he went and made Read Magic so only mages could read it, cool.
Well, when second edition came out, they used the same thinking (imagine that)
and arrived at the same conclusion.(Captain Cook, pirate of T$R (admittedly,
Gygax isn't the most likable person in the world, but at least give him the
credit he deserves (like Cook actually made up any of the stuff)))  Well, at
the same time they were installing these nice new non-weapon proficiencies in
the world and even included one called 'Spellcraft'.  I rejoiced!  I thought
"Gee, someone finally fixed that 'Read Magic' problem, what a great bunch of
people over there, expecially that wonderful Dave Cook guy.(little did I know
then!)".  Well, when I read the description of it, I was quite surprised.  In
stead of giving mages the ability to Read Magic, it did some other sort of
nonsense.  Dave had a great opportunity, and he blew it.

Oh, well, stupidity runs rampant at T$R.(must be something in the water up
there)  Anyway, the only thing that needs to be done, in my opinion, is to
either: A) Make Spellcraft the equivalent of Read Magic also;  B) Make a
new non-weapon proficiency called Reading/Writing-Magical;  or C) Make
reading/writing-magical something inherent to the Mage class.

Of the 3 choices, I believe adding Read Magic into Spellcraft is the best
solution.(also adding 1 to the cost of Spellcraft)  Basically Mages and
Bards would have to buy it before being allowed to cast spells.(or hell,
just give it to them as a bonus like rangers get tracking (this is what I'll
probably do in all my campaigns from now on (right now I just pretend that 
mages and bards already know how to read magic so the spell doesn't really
exist (adding a new proficiency adds more detail for those that want the
extra hassle))))

All this was promted when I read the thread on mages sharing spellbooks and
people mentioned the fact that the mages would have to cast a read magic to
read the other persons spell book.(kind of like having to read a book in
Spanish in order to learn the language)  Oh, by way, I also think they should
be able to share the books, but not cast out of them.(unless they had the
material components available, and still had a spell learned.(which would be
forgotten in place of the one cast (this is another thing I've a problem with,
but thats for another time ;)  )))
thats all for now.

Shadow
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Date: 14 Dec 92 01:42:52 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd2.cis.pitt.edu

In article <kf_xhXK00awSM1Q5RU@andrew.cmu.edu> jb8n+@andrew.cmu.edu (Joseph E. Beck) writes:
>I don't understand.  You state that he's been captured but you can't
>hold him (?).  Exactly how does this occur?  If you can't hold him,
>how the hell did you capture him?  If he's conscious (and he has to be
>to read the sigil) he should just teleport away.  

	Why try the incredibly clumsy "make him read it" ploy? Just 
SHOOT him with it. (Range may be pretty short (1/2" or slightly over 
7 feet) but if you've managed to catch him, you must be holding him
anyway.) 

	In fact, that's probably a pretty good way to catch them. 
Although SSS is even better for killing supermegapowerful monsters --
you Sigil them, then get everyone together, arrange all sorts of deadfalls,
traps, attacks from range, etc., all synchronized... and say "FIRE"
just as you end the spell... *POW*.

	Psionicists are no more powerful than any other class, as long as
you keep your wits about you and play out ALL the ramifications of the
class...


                                 Sea Wasp
                                   /^\
                                   ;;;
Newsgroups: rec.games.frp.dnd
From: griffin@sage.cc.purdue.edu (Zack Thompson)
Subject: Re: how to imprison a psionicist ?
Keywords: ectoplasmic form
Organization: Purdue University Computing Center
Date: Sun, 13 Dec 1992 10:10:42 GMT

In article <78209@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>
>The point is that the mage is no longer the most powerful party member,
>the psionicist is.  Therefore, he will be the first one hunted down.  And
>since he can't be easily restrained, like a mage can, you have to take
>more drastic measures.  Psionicists should have a very short lifespan.
>That's why no one wants to be one.  Let's face it, if psionicists weren't
>killed frequently, everyone would want to be one.  We wouldn't have any
>mages, or clerics, or fighters, or anything else.


Howdy-

ZT here.

Beat-nik, my (mainly) Psychometabolist, solved this problem for Ben
  (the DM).  He just didn't get captured.  He ALWAYS kept a few PSP's,
  and a few's all you really need, most of the time.  Then he'd
  shadow the group to where ever they were being held, and have fun 
  and interesting role-playing exercises trying to free them.  Cause
  without ANY of the teleportation or telepathy skills, getting 
  OTHER people out gets pretty tough.  You HAVE to be physical sometimes,
  and I've had to fall back on the old Animal Affinity(bear)-Adrenalin
  Control-Life Draining combo to just knock the stuffing out of alert
  guards.

Just for the Record.

                        The Crystal Griffin
Newsgroups: rec.games.frp.dnd