HDTenEightyP/NetNews huggingface dataset:
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Many-to-one combats
Date: 10 Oct 92 18:07:59 -0500
Organization: University of Northern Iowa

In article <1992Oct10.125604.8850@nctams1.uucp>, n36ia@pnet16.cts.com (Et3
   Francis) writes:
> I believe that shields are only able to be used in the first 1 or 2 attacks
> depending on the shield type. Another thing to take into account is the fact
> that at least a few of the attacks will be from behind and therefore you get
> no dex bonus to them. This should bring most characters AC down to the point
> that they are in serious trouble against a pack of monsters.
>                                 Brian

   That's about right.  The way the DMG explains it, you can have six
same-sized opponents on you at one time.. if they are one category lower,
count 2 for 1 (12 opponents), and if one category higher, count 1 for 2 (3
opponents).

   The first three all attack your front AC.  If you have a buckler only,
then #2 and #3 attack your flank.  If you have a small shield, #3 attacks
your flank AC.  #4 and #5 always hit your flank AC (which is your AC - shield
adjustment and minus any frontal adjustment, like a Shield spell).

   #6 always attacks your AC rear, which is no shield, no Dex, +2 from
behind.

> TOP SECRET .sig (sorry you don't have the clearance neccessary to see it)

   But my security level is UltraViolet, I should be able t... BZZZZZT..

   ((The computer is your friend))

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* The individual who said we only use 10%  * The first 90% of a task takes    *
* of our brain's mental capacity, was      * 90% of the time, and the last    *
* probably 90% incorrect.                  * 10% takes the other 90%.         *
*            -Unknown comic on A&E-        *   -99 rule of Project Schedules- *
*******************************************************************************
From: thg@cam-orl.co.uk (Tim Glauert)
Newsgroups: rec.games.frp.dnd
Subject: Re: Kobolds (Re: Intelligent opponents)
Date: 13 Oct 92 16:31:02 GMT

In article <1992Oct7.203655.29858@pbhyc.PacBell.COM>, djdaneh@pbhyc.PacBell.COM (Dan'l DanehyOakes) writes:
|> They went into the nastiest dungeon I *ever* ran. . . the kobold's home caves.
|> Populated *entirely* by kobolds, not a magic user among them, not a spell did 
|> they have, not even a piddling +1 dagger.
|> 
|> They nearly wiped out my 10th level party.

|> 	"The ceiling is a good 45 feet
|> 	high.  There is a mezzanine around
|> 	the three sides you can see.  It's
|> 	50 feet wide and 100 feet long."
|>	...
|> 	"Head for the stairway."

How on earth did the party get to 10th level and still fall into such a simple
and obvious trap? Didn't they at least think of going round the edge? (1/2 the
number of attackers and twice the range) Doesn't the 10th level MU have a
spare Invisibility 10' radius and some rope?

Why did they go into the dungeon in the first place? How about finding the
upper ventilation shafts and squirting a Cloudkill or two into the place? Why
not trap the Kobolds inside by using a Rock-to-mud to block up the obvious
entrances? How about using a Charm Monster on lone Kobold and finding out
where the traps are? etc. etc.

A horde of Kobolds might be able to set up some very fatal traps for a 10th
level party, but the creatures themselves should not really cause any
problems. Missile fire is the only real danger but Invisibility or Protection
from normal missiles can help! Any Kobold which shows itself for long enough
to get a missile off is not going to get a second chance. A 10th level party
should be able to kill at least 20 Kobolds in the first melee round of combat,
which should lead to a morale check or two!
From: digdug@iastate.edu (Doug V Tran)
Newsgroups: rec.games.frp.dnd
Subject: Re: Input wanted on a combat scenario
Date: 14 Oct 92 13:53:22 GMT
Organization: Iowa State University, Ames IA

I haven't DM in 2 years but let me have a try:

The elf is in serious trouble.

Since Mr. Brawny is strangling him, he shouldn't have a chance to say a spell
that is vocalize or has gestures.  There's no way to sprew out all the right
spell word when someone's at your throat.  Maybe a cantrip would work?

Although, I would give the elf a decreasing chance every round to yell out
a command word.  This is proportional to the amount of damage the elf have sustain.  In addition, the elf should be given a chance to go for his weapons.
Again, this should be decreasing every round.  If you use the critical hit 
rules, maybe the elf can try poking out a eye?

If Mr. Brawn had any brain, he would have told his companions to sneak around
and back-stabbed the elf.


BTW: elfen fighter/mu/priest?  

later,
doug
Newsgroups: rec.games.frp.dnd
From: skruse@nyx.cs.du.edu (Sky Kruse)
Subject: Re: house-rules
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.
Distribution: usa
Date: Thu, 15 Oct 92 23:14:56 GMT

In article <kerKUBC00VoxQWJVZV@andrew.cmu.edu> "Joseph E. Beck" <jb8n+@an
rew.cmu.edu> writes:
>
>>The most effective tactic a fighter can use against a mage is one we
>>call the "LT special". Basically, pretend you are Lawrence Taylor and
>>the mage is a wimpy QB in the pocket. 
>>Axly
>
>I think I have a better analogy:  it's 1 on 1 and LT is trying to
>sack Randall Cunningham.  Looks bad for the linebacker.  Ok, now give
>Randall an uzi.  That sums the situation up pretty nicely I think.
>
>	joe
>


 
 Given the one-shot aspect of a 1st level mage [barring variant systems,
of course], I think a hand grenade is more appropriate a comparison
than an Uzi...
 
]]Disbelieve this signature![[                   Skyfire Soress
From: perez@mgr.hjf.org (Charles Perez)
Newsgroups: rec.games.frp.dnd
Subject: Re: Running out of things for dragons to breathe?
Date: 15 Oct 92 18:54:52 GMT
Organization: HJF AIDS Research Project, Washington DC

In article <1992Oct14.191442.14667@pbhyc.PacBell.COM> djdaneh@PacBell.COM (Dan'l DanehyOakes) writes:
[...]
>Ghost Dragon (Neutral-Evil):  Just what it says.  Breathes level draining (d6
>	levels drained; save to one level drained) in a cone equivalent to the
>	cone breathed by a white dragon.  Can only be hit by intelligent, 
>	blessed, magic (+2 or better) weapons.  Not a nice guy.  Has all the
>	standard abilities associated with ghosts -- i.e., cold touch, cause
>	fear, walk through walls, invisibility at will, etc.  Treasure tends
>	to be some kind of strange objects which were significant to the
>	dragon in life but may be totally worthless to the party.  (However,
>	ghosts are usually revenant for a _purpose_, and if the party can
>	learn the purpose, they may be able to lay the ghost
                                               ^^^^^^^^^^^^^

Uhh... should I even touch this one? Oh well, why not? If ghosts are
insubstantial, how do you kiss them afterwards?

>-- even a ghost dragon.)
>
[...]
>
>A final note:  Given what dragons _breathe_. . . has anyone ever given any
>thought to what they _fart_. . .?

I imagine that a red dragon should stay AWAY from jalapeno peppers - for
its own sake (unless that's how it sets its breath afire).


-- 
==========================================================================
That which is necessary is never evil. If an evil seems necessary, look
to your context; that's where its root lies.  - Charles Perez
==========================================================================
Newsgroups: rec.games.frp.dnd
From: rooney@cheshire.oxy.edu (Michael Sean Rooney)
Subject: Re: Swords doing the boogie on their own, my version...
Organization: Occidental College, Los Angeles, CA 90041 USA.
Distribution: na
Date: Sat, 10 Oct 1992 03:43:56 GMT

In article <7156@blue.cis.pitt.edu.UUCP> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>
>	Someone said "strength won't apply -- physics".
>
>	Uh-HUH. A magical intelligent flying sword, and he wants to talk
>physics. That's like Scooby-Doo: always a rational explanation for the 
>spook, but no one wonders how Scooby can talk...


	Actually, I always assumed it was because Fred, Daphne, Velma,
and Shaggy were incredibly stoned.  Think about it -- they all travel
together in a van with loudly painted flowers called `the Mystery Machine',
Shaggy's always hungry, they think their dog talks to them, they think
they see ghosts...

	(Yes, I know this has nothing to do with dancing swords.  Sue me.)

Cordially,

Michael S. Rooney
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
From: Devon_Sheppard@mindlink.bc.ca (Devon Sheppard)
Newsgroups: rec.games.frp.dnd
Subject: Re: Critical Hits
Date: 13 Oct 92 09:03:50 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

Patrick Rannou writes:

[blah blah blah...]

>or something? Surely he's not up to par and can't start a fight at full
>efficiency now. Where are the rules to describe the effect of damage on
>combat?

>I'm thinking about making rules that say that if a 8th level fighter lost
>half his HP, he functions as a 4th level fighter, receives half his bonuses
>for high dex/con/str, etc... (if he had a low dex/con/str, then the malus
>stays the same) (or another rule like that).

>So when he's got only 1HP left, he's on the verge of death truly. Of course,
>the same should apply to monsters, and a way to make stats happen to fall
>under 3 when the guy falls at 0 HP or less should be made. But it's all too
>complicated.

Wouldn't this sort of rule out heroics and risk taking and role playing? I
sorta think that's what the whole game is about. I fully support the abstract
system of hit points and damage, even if it is rather unrealistic. If you
want realism in your damage systems, play a 'wargame'. Some of the best games
use abstract systems (case in point: Risk).

>| Patrick "Paradak" Rannou. |

  Devon

--
devon_sheppard@mindlink.bc.ca

Newsgroups: rec.games.frp.dnd
From: tao@truffle.Princeton.EDU (Terry Tao)
Subject: Re: Trolls' regeneration
Originator: news@nimaster
Organization: Princeton University
Date: Fri, 9 Oct 1992 16:29:48 GMT

Of course the regeneration is due to the cells as well as the life force!
its the physical properties of the cells that allow regeneration.  Of
course, you need the bugger to be alive too.  I mean, a human heals, but a
human magic jarred in a rock doesnt heal anything.  Human cells just aren't
up to doing Troll-like feats of regeneration. 

Also, I'll use the space here to comment on some other topics.  About
failing to move silently: why should all these catastrophic results come
out? the result of a failed move silently is a move normally.  Not a move
very very loudly and clumsily.  Otherwise, everybody who moves normally
must make a move normally roll or trip over etc.  This is why I put in the
rationae about the thief knowing to avoid the slippery puddle etc.

 Oh yes - stop spouting pseudo-nationalist statements here, at least on
this net! there are *plenty* of other nets to take this.

Terry

Newsgroups: rec.games.frp.dnd
From: LRPR000 <LRPR@UNB.CA>
Subject: RE: healing
Organization: The University of New Brunswick
Date: Thu, 8 Oct 1992 18:11:43 GMT

>Hey, When we enter this subject, wouldn't it be an idea to think about
>the basis for those inflated hit point totals?
  I ALWAYS ASSUMED THEY REPRESENTED, AS YOU SAY, SKILLS.
>I believe someone aired the opinion that a highlevel character had maybe max 10
>"bodily" hit points, while the rest was based on skills acuired in adventuring.
>Something of thge sort is also discussed in the character description of the
>Fencing Master class presented in dragon magazine.
   I SUBSCRIBE TO THIS THEORY ALSO. THE PROBLEM IS THAT WHILE SKILL MAY
HELP YOU DODGE A SWORD STROKE, DOES IT DO THE SAME FOR A FIREBALL? I
GUESS SO.  IT DOES EXPLAIN WHY WIZARDS, WHO ARE NOT TRAINED FOR ALL
THIS JUMPING ABOUT AND DODGING AND HITTING AND PARRYING, GET LESS HIT
POINTS. ALTHOUGH, SHOULD A CHARACTER WHO IS HELD GET TO USE ALL THOSE
SKILL POINTS TO SAVE VS. A FIREBALL? MAKES HOLD PERSON EVEN NASTIER,
AND IT'S NASTY ENOUGH.
>If so, wouldn't most of the fighters hit points return when he's had a
>chance to catch his breath after the fight?
   REMEMBER, THIS DODGING AROUND MEANS THAT A STROKE WHICH WOULD HAVE
KILLED A LESSER MAN IS AVOIDED BY A LAST SECOND MOVE - WHICH MEANS
PULLED MUSCLES, TORN LIGAMENTS, ETC. I DON'T THINK IT'S A MATTER OF JUST
CATCHING YOUR BREATH. IT WOULD SEEM APPROPRIATE FOR HP'S BEYOND THE
FIRST 10 OR SO TO BE REGAINED MUCH MORE QUICKLY THAN THOSE FIRST 10, AT
LEAST FOR *NATURAL* HEALING. HAVING HEALING SPELLS RESTORE IT AT THE
SAME RATE KEEPS HIGH LEVEL CHARACTERS PLAY-BALANCED. I SAY THAT ONCE
YOU GET TO 10 HIT POINTS, EACH DAY OF REST IS WORTH D6 HIT POINTS,
PLUS D4 IF A HEALER AND D4 IF AN HERBALIST ATTENDS YOU.

                                          JubbaBones
From: dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun)
Newsgroups: rec.games.frp.dnd
Subject: Re: house-rules
Date: 13 Oct 92 15:32:21 GMT
Article-I.D.: news.Bw2GHy.t4
Distribution: usa
Organization: University of Illinois at Urbana

bret@technix.mn.org (Bret Indrelee) writes:

>Bad example.  In 2nd Ed, with thief, the text would read

>Thief:  O.K., I'll find and remove any traps in the area.

>GM:  O.K., he does.  A block drops from the ceiling, and everyone takes 10d6
>       points of damage.

>PH2: pg. 39, column 3.
>Find/Remove Traps:  The thief is trained to find small traps and alarms.
>These include poisoned needles, spring blades, deadly gases, and warning
>bells.  This skill is not effective for finding deadfall ceilings, crushing
>walls, or other large, mechanical traps.


*smile* This is why dwarf PC's are pretty much essential if you have a trap
happy Gm.

Axly

>-- 
>------------------------------------------------------------------------------
>Bret Indrelee               |   Pretend there is something profound
>email: bret@technix.mn.org  |   written here.
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp.dnd
Subject: Re: Trolls' regeneration
Date: 10 Oct 92 17:31:23 -0500
Organization: University of Northern Iowa

In article <70523@hydra.gatech.EDU>, ccoprdj@prism.gatech.EDU (Jorge Diaz)
   writes:
> You run into a troll.  You're out of magic, and you have only one or
> two flasks of oil left.
> 
> So you cut the troll apart (lower it below 0 hit points with weapons, so it's
> down, but regenerating), pick out the largest piece of the troll (the
> one with the LIFEFORCE), pour oil on it and light it.  Now, is the troll
> dead, or does the lifeforce flee to the next largest part?
> :-)

   Yup, exactly what it does.  The only safe way to destroy a troll is to
bring it down (under 0hp) and then consume the entire body with fire or
acid.. make a hefty bonfire there! :)

   Why does this remind me of that old movie, The Thing...

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* The individual who said we only use 10%  * The first 90% of a task takes    *
* of our brain's mental capacity, was      * 90% of the time, and the last    *
* probably 90% incorrect.                  * 10% takes the other 90%.         *
*            -Unknown comic on A&E-        *   -99 rule of Project Schedules- *
*******************************************************************************
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Thu, 15 Oct 1992 08:49:05 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: house-rules
	<Bw4w39.3BH@news.cso.uiuc.edu>
	<0erDIry00UhW88Ghto@andrew.cmu.edu>
Distribution: usa


>>Darts anyone? I like 'em better because they have a real short spd factor
>>and I can fire a multiple spread. No, we DON'T allow strength bonuses
>>to darts.
>
>Why not?  Don't you think stronger people can throw darts harder?  Also,
>these darts are WAR darts, they weigh half a pound each!  
The problem with darts is that you get 4 attacks per round (if
specialized).  Now say you're a strong fighter (+4 damage), you get 4
attacks doing d3+4.  A lot of people feel something is wrong when the
strength bonus is more than the maximum damage possible from the weapon.

The dart thrower is still in a lot of trouble against the mage; it's
unlikely he'll beat the sleep spell and actually get to shoot.

	joe
Newsgroups: rec.games.frp.dnd
From: bret@technix.mn.org (Bret Indrelee)
Subject: Re: Input wanted on a combat scenario
Organization: Private System - Saint Paul, MN
Date: Thu, 15 Oct 1992 01:39:59 GMT

Re: Elf escaping from a strangle hold.


If Mr. B. is really slamming him up against the walls, hard enough to give
some extra damage, the elf should have a better chance of escaping.  Depends
a lot on how good a person is at unarmed combat, but if they put a weapon
proficiency into it then they should be able to escape.  It is possible
to escape most strangle holds, it is a lot easier when the person is also
trying to throw you around.   Use the momentum, prepare for the impact, and
then go against the thumb.

If I were Mr. B, I would have never started banging him against the walls.
Sounds good, but doesn't work so well in practice.  Especially against
someone smaller and more agile than yourself.

-Bret
-- 
------------------------------------------------------------------------------
Bret Indrelee               |   Pretend there is something profound
email: bret@technix.mn.org  |   written here.
Newsgroups: rec.games.frp.dnd
From: caughey@engr.UVic.CA (Dave  Caughey)
Subject: Re: Lich / Holy Swords
Reply-To: caughey@engr.UVic.CA
Organization: University of Victoria, Victoria, BC, Canada
Date: Fri, 9 Oct 92 16:49:35 GMT

In article 7117@blue.cis.pitt.edu.UUCP, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>In article <1992Oct8.202541.18016@sol.UVic.CA> caughey@engr.UVic.CA writes:
>>In article 7065@blue.cis.pitt.edu.UUCP, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>>>	Level is virtually irrelevant. The Paladin should get one ONLY
>>>if he's done something so staggeringly Paladinish that the Gods will
>>>notice and say, "For heroism and truth,justice,and the American Way
>>		                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>
>>But isn't this a contradiction?...              :-)
>>"Ten million lemmings can't be wrong"   Victoria, B.C., CANADA 
>							 ^^^^^^^
>
>	Laugh while you can, monkey boy. When we annex Canada, you'll
>change your tune. Ha! Ve haff vays of dealink mit your kind...
>

Ha!  Zey are fallink right into ze trap!  First zey annex us, and zen *poof*
ve innundate zem mit our tax burden!  Zey vill not be able to cope, and vill
be beggink for mercy in no time at all!

___________________________________________________________________________
Dave Caughey				Dept. of Elec. & Comp. Engineering
caughey@sirius.uvic.ca			P.O. Box 3055
                      			University of Victoria		  
"Ten million lemmings can't be wrong"   Victoria, B.C., CANADA V8W 3P6
From: mlee@ocf.berkeley.edu (Michael Lee)
Newsgroups: rec.games.frp.dnd
Subject: Re: The TSR Trap
Date: 14 Oct 1992 00:07:57 GMT
Organization: U.C. Berkeley Open Computing Facility
Distribution: na
NNTP-Posting-Host: avalanche.berkeley.edu

In article <1992Oct11.191409.17163@leland.Stanford.EDU> loren@leland.Stanford.EDU (Elina Aulikki Compton) writes:
>use.  By the end of three months, we had a game that was for more
>efficient that AD&D could ever be, and we were the designers; We had

	Yeah, but the problem is that how many of the millions of
role-players will like it?  That's what Dragon Magazine is for, it's for
input and suggestions.  It seems that you used AD&D as a basis where you
could start and branch off into the world of FRP games. 

>
>Okay, enough about that.  The second reason was to show the general
>public that anything created by TSR could easily be created by you,
>provided a good knowledge base (Thanks for adding Socrates, Plato,

Yeah, but we don't have the itme, the effort, or the capital.

>result in more dependence and in the long run (my theory) will lead
>to a vegetative state of plot-seeking, monster-finding, new spell-

It also seems that the time invested into AD&D and buying the books has not
turned you into a potato or any other vegetable.  It seems you have new and
interesting ideas based upon AD&D which I find to be a good basis.

>seeking, and fantasy burnout- if you let you money purchase away your

I don't feel burnout, and you don't seem to either.

		mlee
From: pkokko@vipunen.hut.fi (Petri J Kokko)
Newsgroups: rec.games.frp.dnd
Subject: Spell Points in DND
Date: 12 Oct 92 11:34:30 GMT
Reply-To: pkokko@vipunen.hut.fi (Petri J Kokko)
Organization: Helsinki University of Technology

The major advantage of a spell point system is that it allows
the mage a greater flexibility, and the famous drawback in it
is almost always that it allows a 20th level mage to cast zillions
of magic missile spells. I think (almost) everyone agrees here.

Now, what we want, is to give the mage a freedom with his spells
by giving him some points that are used up by casting. What we
do not want is to allow him cast mega death with his magic missile
arsenal.

I would also add that a mage should be exhausted and tired after
casting his spells. 

So, why invite spell points, recovery rates, exhaustion at certain
levels of spell points, when we already have points that do this.
Namely his hit points.

And now the spell point system:
- a mage can cast any spell he has learned somehow, and has an
  access to (meaning: that spell is in his spell book)
- a mage can cast spells from different spell levels as before
  (i.e. 2nd level spells at 3rd level, 3rd level spells at 5th
  level, etc.)
- every time a mage casts a spell, he loses 1-4 hit points per
  spell level, and he can keep on casting until he looses his
  consciousness (at 0 hit points), or dies (at -10 hit points)

The hit point losses should be temporary (unless the mage dies),
and recovered quicker than ordinary damage, maybe 1 hp per hour
of rest (not sleeping) and 2 hp per hour of sleeping.

This way the mage can choose the spells at the time of casting,
but he is not overly powerful, because the casting drains his
own life force (or whatever). It also makes low-level mages
more powerful, and tunes down the power of high-level mages. 
It even gives the first-level mage more spells to cast and so
he is not doomed to eternal boredom as the fighters of his party
do everything. A very lucky tough 1st-level mage could cast
even 4 spells before exhausting himself.

----------



-- 
------------------------------------------------------------------------------
Petri Kokko  Never invite people whom you have loaned money from to
pkokko@vipu  your parties. They might come to be unhappy with the
hut.fi      champagne glass in their hands.
Newsgroups: rec.games.frp.dnd