:)
--
___ ++++++++++++++++++++++++++++++++++++++++++++++++++++++
/ /__ + Dwaine Gonyier + "Intelligence is just an +
/____/ + dcgo...@eos.ncsu.edu + excuse for human error." +
++++++++++++++++++++++++++++++++++++++++++++++++++++++
#include <stdio.h>
#define MUNCH 25
void main(void)
{
int i;
for(i=0;i<6;i++)
printf("%d ",MUNCH);
printf("\n\nItems:\n Wand of Unlimited Wishes (infinite charges)\n");
}
+-------------------------------------+------------------------------+
| Mike Marcelais | mrma...@eos.ncsu.edu |
| 356 Tucker, Box 04783, NCSU | Fourth Bryan Productions |
| Raleigh, NC 27607 | #include <disclaim.h> |
+-------------------------------------+------------------------------+
| if the above address bounces, then try the address below: |
| mrmarcel%eos.nc...@ncsuvx.ncsu.edu |
+--------------------------------------------------------------------+
>Hee, hee. I must be tired. Before I get a hundred messages telling me I don't
>know how to program, I should say that it should be "stdio.h".
>The loop is correct. Munchkins don't use Intelligence, so there are only five
>stats... =)
Of course munchkins use intelligence. Where else do you get all those
extra proficiency slots?
And the #define is wrong; 18 isn't even worth bothering with. Only
girly-man pretend munchkins think an 18 matters.
Sea Wasp
/^\
;;;
For example I run a campaign in Greyhawk with the party's headquarters
just south of Dulstrand (an area I all the Free Coast). They have had
numerous runins with the Scarlet brotherhood. I used A2 secret of the
slavers stockade as an outpost of the Brotherhood, and Now I'm using
A3 aerie of the slavelord as there headquarters in The Pomarj during the
war. They are easily adaptable with only minor changes required to make
them work into my campaign, there isn't so much background info.
What is everyone elses opinion about this?? My only thought was that
this is what TSR wanted to produce to try and expand there game worlds
and are perhaps delegating the other type of adventers to DUNGEON magazine
(I don't know as I don't get it) any comments..????
Pat Ellis
Well Another question for hte netlanders out there, with all of this
talk about T1-4 I have come up with yet another question? Anyone out
ther have any clue as to TSR's plans for there older material?? Seems
to me that if they played things right, they could reissue most of the
classic's (the A's, I's, S's, etc.) in second edition format in about
four years or so. In this way, many if not most new players would
consider this new material, they would have never seen it. I hope TSR
does reprint stuff eventually, it really is a shame that such greats as
Ravenloft, the GDQ's and the Slavelords series will never been seen by
(most) future AD&Ders......
Pat Ellis
type: dirm pw <enter>
Sure.
#include <sdtio.h>
#define ACCEPTABLE_STAT 18
main (void)
{ int i;
for (i=0; i<5; i++) printf("%d\n", ACCEPTABLE_STAT);
}
Granted, it's not much, but it works. =)
Adam.
--
ad...@mcs.kent.edu The word is my oyster,
and meaning is
a tiny grain of sand.
=)
> And the #define is wrong; 18 isn't even worth bothering with. Only
> girly-man pretend munchkins think an 18 matters.
I wouldn't know.
> #include <sdtio.h>
> #define ACCEPTABLE_STAT 18
>
> main (void)
> { int i;
>
> for (i=0; i<5; i++) printf("%d\n", ACCEPTABLE_STAT);
> }
Hee, hee. I must be tired. Before I get a hundred messages telling me I don't
know how to program, I should say that it should be "stdio.h".
The loop is correct. Munchkins don't use Intelligence, so there are only five
stats... =)
> I have seen many posts about new character generators and have
>followed the thread about "competing" character generating programs.
> I was wondering if anyone has come up with a 2nd Ed. munchkin
>generator yet.
Sure! It rolls 15d6 for each stat, of which you take the best 3. If you aren't
satisfied with a particular roll, you may roll it up to 10 times. After stats
are done, you are randomly given 15000 x.p. worth of magical items "to start
off with".
Of course, with munchkins, it's easier to say "You see a potential
combat scene. Of course before they can do anything you've killed them all.
Move on." It saves time that way and keeps the game going.
Any improvements or suggestions?
--
Michael Wright _-_|\
LaTrobe University, / \ Hang on! I've got to think of something
Melbourne, Australia. \_.-_*/ smart to put in here now!
wri...@latcs1.lat.oz.au v
The module was basically a script, the only real decisions the players got
was which nameless, faceless 15th level drow to fight (of which there were
hords).
Gimme a break.
Eight 15th level MUs in one particular encounter, all IDENTICAL!!
You don't suppose perhaps ONE of them might have a few hit points more or less?
Or perhaps that they might have a slightly VARIED selection of spells rather
than all having the same ones??
Like I said, gimme a break...
Dave Woods
dwo...@watserv1.uwaterloo.ca
Mars
> Pat Ellis
I have to agree. When I first started DMing the modules TSR sold
where filled with detailed lairs, dungeons, strongholds, etc. Now the
modules seem to be full of "campaign" material an little detail. The
reason I purchased modules was for the detials not the setting. I find
generating details very tedious, so I would buy a module take the specifics
and make my own generalities (i.e. just like Pat was discribing). After
gathering 12 or so modules one had a goodly amount of material which could
be cut and pasted into ones campaign. With the new modules, I find this
difficult to do and that the amount of detail which is usable in this manner
to be small.
I would like to see some feedback on this via mail since I have just
changed sites and I am not sure my messages are being posted and that my
mail is being delivered. If you send mail please send a copy to this account
and to fred...@ccwf.cc.utexas.edu, so I will be able to cross check.
nilram the tyrannical
mar...@rcfisher.austin.ibm.com
All you're basically saying is that there are more books for AD&D II than
there were for the original game. Why is this a problem? All you actually
*need* to play AD&D is 1xDMG, 1xPHB, 1xMC. Moderately expensive, but not
crippling. I, for one, much prefer the new format, as all the *necessary*
stuff is in three volumes. The new Monstrous Compendium format is a big
gain, too.
I don't care how many million other books TSR releases, as I'm unlikely to
buy any of them. I picked up the Greyhawk background book cheap because it
had some Gods and other useful background stuff; as an atheist, I've never
been very good at inventing Gods. :-) But I don't need stuff like the
Fighter's Handbook; beginning players who do need it can buy it, I can leave
it. Everyone's happy.
The only people who have cause to whinge are those who feel some strange
compulsion to collect every single rulebook.
> This is reflected in TSR's modules as well, in addition to my
> private opinion that in the push to crank them out, quality was
> suffered, they are definitely arranged so as to expand and deal
> with TSR's published worlds (Greyhawk, FR, etc.) so that you
> will go out and buy them, too.
Again, what's the problem? Those who want to run a Greyhawk campaign can do
so. Those who want to use their own campaign world are presumably creative
enough to chop and change the appropriate bits.
mathew
Make cheques payable to Wats-fic. If you pay, and send a self-addressed,
stamped envelope, we will send you confirmation of your registration.
--
******************************************************************************
May all your blades strike true and your spells never fail!!
The Weasel :)'
Yeah, but it's pretty expensive to buy all three volumes!
But now TSR is going to release a NEW Monstrous Manual,
a hardback which replaces the old Monster Manual. Look for
it in June!
(LOOK at it first--it's going to cost $25!)
Comments?
From a curious adventurer,
Genghis
mitt...@athena.mit.edu
The problem I see with this is that in concentrating on quantity (by cranking
out new "Complete Whatever" books and campaign worlds hither and yon), TSR is
giving quality the short end of the stick. Most of what TSR puts out these
days is (IMHO) very slick, very pretty, and has no substance whatsoever.
Granted, the old stuff wasn't perfect (as detractors of AD&D are quick to point
out,) but it was original, and breaking new ground. The new stuff has full
tewnty years of role-playing evolution to draw on, but seems to me to have much
less worthwhile material (relatively) than the typical module @1982. The "Let's
Box an Eight Dollar Module And Sell It For Twenty" mentality also gets on my
nerves.
--Ben
Mars
> Hee, hee. I must be tired. Before I get a hundred messages telling me I don
> know how to program, I should say that it should be "stdio.h".
> The loop is correct. Munchkins don't use Intelligence, so there are only fiv
> stats... =)
WARNING: THIS IS FUNNY.... IF YOU DON'T LIKE PROGRAMMING HUMOR, SKIP
THIS... MUNCKIN.C below :-) :-)
^L
Of course, here is the SURE FIRE method of getting the ultimate
munchkin:
#include <float.h>
void main(void)
{
struct toughstats {long double str,intl,dex,cha,con,wis;} toughnpc;
typedef toughstats mychar;
while (mychar.str<toughnpc.str)
{
mychar.str^=toughnpc.str;
}
while (mychar.intl<toughnpc.intl)
{
mychar.intl^=toughnpc.intl;
}
while (mychar.wis<toughnpc.wis)
{
mychar.wis^=toughnpc.wis;
}
while (mychar.dex<toughnpc.dex)
{
mychar.dex^=toughnpc.dex;
}
while (mychar.con<toughnpc.con)
{
mychar.con^=toughnpc.con;
}
while (mychar.cha<toughnpc.cha)
{
mychar.cha^=toughnpc.cha;
}
printf("\nIn order to defeat the average NPC, you'll need the");
printf("following character:\nSTR %lg\nINT %lg",mychar.str,mychar.intl);
printf("\nWIS %lg\nDEX%lg\nCON%lg",mychar.wis,mychar.dex,mychar.con);
printf("\nCHA%lg\nHappy hunting!!\n",mychar.cha);
}
--Jeff
...From a tiny little node called Eternal!
--
/|Email to: jgo...@eternal.chi.il.us, off...@infopls.chi.il.us
/ |Smail to: Jeff Gostin, 917 High Ridge Pass, Carol Stream IL 60188
\ |Vmail to: 708-293-5526
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