My cousin in law in law has recentely became A GM and his 1st group did their 1st adventure yesterday, the problem is that the rolls for The Villains Treasure was A 100 then A 39 then A 70
This means that the only Treasure The Villain had was A Bottle that held A Blended Magic Potion whose effects were permanent, it was A Potion of Super Heroism
My cousin in law was foolish enough to allow the results to stand, he figured that none of The Pcs would be daft enough to drink it, they'd take it back to town, it would get identified and The Baron that ruled The nearest town would confiscate it but since their 1st level and it was their 1st adventure The Magic User drank it and his level shot up from 1st to 6th, the worst bit is that its permanent
What should my cousin in law do now that he has A group of 5 Pcs were 1's A 6th level Magic User and the other 4 are 2 1st level Fighters, A 1st level Thief and A 1st level Cleric?
Here's all the other information that my cousin in law believes is or will be relevant
Despite it being 1st edition my cousin in law decided that when creating their characters all 5 of his players got to roll 3 dice 12 times, take the 6 highest rolls then choose which of the 6 rolls applies to which his or her characters 6 stats
The player in questions 6 highest rolls out of 12 were 2 16's, 1 18, 1 15, 1 14 and 1 12, bad for my cousin in law but in a way that's good for his player way, but they could have far my cousin in law in a way that would have been even better for his player
In the end my cousin in laws player assigned those rolls of 2 16's, 1 18, 1 15, 1 14 and 1 12 as follows. Str 12, Con 16, Dex 16, Int 18, Wis 14 and Ch 15
Even worse, for my cousin in law, is that his player characters Hp is nowhere near as low as, by my estimate, 95% of Human Magic Users
The reason for this is that the his rolls for Hp were 3 2's, 2 3's and 1 4, which means my cousin in laws players Magic User has 16Hp, add in +2Hp per level for his players characters CON of 16 gives his players character 16+12 or 28Hp
Even worse is that drinking A Potion of Super Heroisim grants 4D10+1Hp and my cousin in law very foolish ruled that because the rules don't say that their instead of The Hp you'd normally gain for gaining those levels that their in edition to them and the rolls came up as 1 9, 1 7, 1 5 and 1 4 +1 which gives +25Hp
Because the effects of the potion are permanent my cousin in laws players got A 6th level Magic User with 53Hp, a large number of useful spells, a small number of fairly powerful spells, see much later, and A Armor Class of 7, see next paragraph, this is going to be a massive headache for him, but I don't feel sorry him for, in fact I'm laughing at him
Even worse is that A Armor Class of 7 is higher then, by my estimate, 95% of low level Human Magic Users that don't have 1 or more Magic Items that boost their Armor Class
My cousin in law was foolish enough, and in my opinion combined with all the other mistakes he's made that's putting it mildly, to let his player choose his characters Spells at every level, even 1st level, but at least he was sensible enough to ensure that his players character acquired Read Magic at 1st level
That is why his players Magic User got Read Magic, Sleep, Charm Person and Shield at 1st level, he gained Magic Missile at 2nd level, he gained Invisibility at 3rd level, he gained Web at 4th level, he gained Fireball at 5th level and he gained Monster Summoning I at 6th level
As a passing comment I will say that even though I remember very little about 1st edition DAD I do remember enough to know that A Player Character as powerful as this 1, especially when the rest of the group are all only 1st level, is going to get very bad for The GM/my cousin in law, very fast, but at least it will happen in a way that gets very good for the players very fast
This means that the only Treasure The Villain had was A Bottle that held A Blended Magic Potion whose effects were permanent, it was A Potion of Super Heroism
My cousin in law was foolish enough to allow the results to stand, he figured that none of The Pcs would be daft enough to drink it, they'd take it back to town, it would get identified and The Baron that ruled The nearest town would confiscate it but since their 1st level and it was their 1st adventure The Magic User drank it and his level shot up from 1st to 6th, the worst bit is that its permanent
What should my cousin in law do now that he has A group of 5 Pcs were 1's A 6th level Magic User and the other 4 are 2 1st level Fighters, A 1st level Thief and A 1st level Cleric?
Here's all the other information that my cousin in law believes is or will be relevant
Despite it being 1st edition my cousin in law decided that when creating their characters all 5 of his players got to roll 3 dice 12 times, take the 6 highest rolls then choose which of the 6 rolls applies to which his or her characters 6 stats
The player in questions 6 highest rolls out of 12 were 2 16's, 1 18, 1 15, 1 14 and 1 12, bad for my cousin in law but in a way that's good for his player way, but they could have far my cousin in law in a way that would have been even better for his player
In the end my cousin in laws player assigned those rolls of 2 16's, 1 18, 1 15, 1 14 and 1 12 as follows. Str 12, Con 16, Dex 16, Int 18, Wis 14 and Ch 15
Even worse, for my cousin in law, is that his player characters Hp is nowhere near as low as, by my estimate, 95% of Human Magic Users
The reason for this is that the his rolls for Hp were 3 2's, 2 3's and 1 4, which means my cousin in laws players Magic User has 16Hp, add in +2Hp per level for his players characters CON of 16 gives his players character 16+12 or 28Hp
Even worse is that drinking A Potion of Super Heroisim grants 4D10+1Hp and my cousin in law very foolish ruled that because the rules don't say that their instead of The Hp you'd normally gain for gaining those levels that their in edition to them and the rolls came up as 1 9, 1 7, 1 5 and 1 4 +1 which gives +25Hp
Because the effects of the potion are permanent my cousin in laws players got A 6th level Magic User with 53Hp, a large number of useful spells, a small number of fairly powerful spells, see much later, and A Armor Class of 7, see next paragraph, this is going to be a massive headache for him, but I don't feel sorry him for, in fact I'm laughing at him
Even worse is that A Armor Class of 7 is higher then, by my estimate, 95% of low level Human Magic Users that don't have 1 or more Magic Items that boost their Armor Class
My cousin in law was foolish enough, and in my opinion combined with all the other mistakes he's made that's putting it mildly, to let his player choose his characters Spells at every level, even 1st level, but at least he was sensible enough to ensure that his players character acquired Read Magic at 1st level
That is why his players Magic User got Read Magic, Sleep, Charm Person and Shield at 1st level, he gained Magic Missile at 2nd level, he gained Invisibility at 3rd level, he gained Web at 4th level, he gained Fireball at 5th level and he gained Monster Summoning I at 6th level
As a passing comment I will say that even though I remember very little about 1st edition DAD I do remember enough to know that A Player Character as powerful as this 1, especially when the rest of the group are all only 1st level, is going to get very bad for The GM/my cousin in law, very fast, but at least it will happen in a way that gets very good for the players very fast