AD&D- Overpowered Magic Items

So, if a doppelganger lost their head while say, disguised as a human, would they still be able to keep the disguise up to fool people? Or does the head.chsnge back to their true form while their body is disguised?
I assume if they can survive decapitation, their head could remain disguised! Could be a useful trick.
 

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I like this situation
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So I like to think of the shifting ability as ending in death.
 

Which means that when wearing both, either the Gauntlets reduce your arms' Strength to 18.00 or the Gauntlets are overwritten by the Girdle and you function as Strength 25. As each of these items is trying to set your Strength to a fixed value, there's no way in hell these items should stack with each other despite anything ol' Gary might have said/written to the contrary.
Storm Giants were 24. Titans had 25.
 

7. Helm of Brilliance. Causes 1-6 damage to undead. Makes all swords into swords of flame (in addition to their other properties), allows you to produce flame, double-strength fire resistance. Also? 40 light spells, 30 fireballs, 20 walls of fire, and 10 prismatic sprays. .... just don't fail on magical fire.
In a 2e game I once found this version of the helm and it was one of my favorite items ever.

 

I know lots of folks who drooled over vorpal swords. Not me. I always preferred the sword of sharpness. Vorpal weapons only removed heads. Swords of sharpness took arms and legs off as well. Much more fun!
 

I know lots of folks who drooled over vorpal swords. Not me. I always preferred the sword of sharpness. Vorpal weapons only removed heads. Swords of sharpness took arms and legs off as well. Much more fun!
I've always called swords of sharpness "vorpal". If and when a distinction is needed, the head-only ones are lesser vorpal and the limbs-as-well ones are greater vorpal.
 



Late to the party, but what the heck. I'm a firm believer in OP magic items which hand over lots of strategic power to players and which push the game in unexpected directions.

So the amulet of the planes, cubic gate, and mirror of mental prowess all get my vote.

Daern's instant fortress, the obsidian steed and the Apparatus of Kwalish also have a special place in my heart.
 

That's funny, I am sort of the opposite.

I find facing annoyingly fiddly and I am glad D&D moved away from that.

I really like 4e D&D style movement and lockdown powers in D&D fights.

Everyone has their individual preferences for level of abstraction and in which parts.

I disliked both GURPS 1 second rounds where a two handed axe swing could take three rounds as too fiddly and 1e minute combat rounds as too much abstraction, I like the modern D&D rounds of enough to move, do a big action (which can include multiple attacks) and possibly a bonus neat trick. And maybe an action off your turn.

I suppose that the current “modern” round timing was introduced in 2E in Player’s Option: Combat & Tactics introduced Combat Rounds which were 10-15 seconds and stated to be 5 Combat Rounds per standard 1 minute standard Round and 50 per standard 10 minute Turn.

It was, like many of the things in the PO series surprisingly easy to incorporate a la carte.

As for OP magic, I’m a bit surprised no one has mentioned the various extra-dimensional items like Portable Holes and the like. The amount of random stuff that I’ve had players do with these over the years is impressive.
 

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