TSR Blast from the Past- How to Go Full Monty Haul in AD&D

Is it one-upmanship if I say I have never even played AD&D 2e?

I also recall dual wielding drow before the Forgotten Realms box set came out (to say nothing of Salvatore's novels) - because of Dragon Magazine articles.
Drow had the ability going back to the G series, and it was included in their Fiend Folio entry (1981), although that only lists a few typical weapons. Primarily short sword and dagger, but sometimes light crossbow, mace, or javelin (FF p34).

Expanded options for TWF in 1E were usually based on the Dragon 68 article Be a two-fisted fighter, by Roger Moore (1982).

Drizzt has the ability to use two swords because he's built using the rules in Unearthed Arcana (1985), which explicitly allow Drow to use a weapon in each hand and for it to be any weapon which can be easily wielded in one hand.
 

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THE MONSTER AS A PLAYER CHARACTER
...ADVANCED D&D is unquestionably "humanocentric", with demi-humans, semi-humans, and humanoids in various orbits around the sun of humanity. ...
The game features humankind for a reason. It is the most logical basis in an illogical game. From a design aspect it provides the sound groundwork. From a standpoint of creating the campaign milieu it provides the most readily usable assumptions. From a participation approach it is the only method, for all players are, after all is said and done, human, and it allows them the role with which most are most desirous and capable of identifying with. From all views then it is enough fantasy to assume a swords &
sorcery cosmos, with impossible professions and make-believe magic. To adventure amongst the weird is fantasy enough without becoming that too! Consider also that each and every Dungeon Master worthy of that title is continually at work expanding his or her campaign milieu. The game is not merely a meaningless dungeon and an urban base around which is plopped the dreaded wilderness. Each of you must design a world, piece by piece, as if a jigsaw puzzle were being hand crafted, and each new section must fit perfectly the pattern of the other pieces. Faced with such a task all of us need all of the aid and assistance we can get. Without such help the sheer magnitude of the task would force most of us to throw up our hands in despair. By having a basis to work from, and a well-developed body of work to draw upon, at least part of this task is handled for us. When history, folklore, myth, fable and fiction can be incorporated or used as reference for the campaign, the magnitude of the effort required is reduced by several degrees. Even actual sciences can be used - geography, chemistry, physics, and so forth. Alien viewpoints can be found, of course, but not in quantity (and often not in much quality either). Those works which do not feature mankind in a central role are uncommon. Those which do not deal with men at all are scarce indeed. To attempt to utilize any such bases as the central, let alone sole, theme for a campaign milieu is destined to be shallow, incomplete, and totally unsatisfying for all parties concerned unless the creator is a Renaissance Man and all-around universal genius with a decade or two to prepare the game and milieu. Even then, how can such an effort rival one which borrows from the talents of genius and imaginative thinking which come to us from literature?

Having established the why of the humanocentric basis of the game, you will certainly see the impossibility of any lasting success for a monster player character. The environment for adventuring will be built around humans and demi-humans for the most part. Similarly, the majority of participants in the campaign will be human.
(DMG 21)
EGG: "Humans have written all of human history through their actions, so we should model everything on humans and their ordinary human capabilities. They should be the default archetype for all characters."

Also EGG: "I'm going to write a new game, that's all about Cyborgs! Everyone will play a Cyborg! Those are cool! Who wouldn't want to play one of those?"
 

Naw. If you want to go Full Grognard, you have to stroke your beard and say, "AD&D? It was all downhill once they started releasing supplements to the Little Brown Books. Supplements? Real D&D players don't need to SUPPLEMENT THEIR IMAGINATION! Harumph."
No beard but I did play D&D before there were versions, saw Star Wars before there were episodes and remember when Monty Hall was a game show host.
 


EGG: "Humans have written all of human history through their actions, so we should model everything on humans and their ordinary human capabilities. They should be the default archetype for all characters."

Also EGG: "I'm going to write a new game, that's all about Cyborgs! Everyone will play a Cyborg! Those are cool! Who wouldn't want to play one of those?"

Having bought Cyborg Commando with enthusiasm, then having tried to make sense of it ...

Gygax should have followed his original advice.
 

No worries! In my experience, there is a lot of conflation between all the various TSR-era rules because they were interoperable, and most people just mixed-and-matched as needed. Plus, um, it was a long time ago. As the youth say, "Bruh, you're old."

I think the only reason I still have such a clean barrier in my mind with the rules is that I was one of the few insufferable jerks* that didn't really incorporate the 2e rules when they came out.


*I know, this is a shocking revelation. I'll get the smelling salts out.
I am getting up there. I started in 81-82 time frame with the red box. Once swam 120 feet underwater without a breath to win a bet with my dad for the 1e monster manual.

I really love the playstyle of 1e but I prefer the 3e structure better. If I write my own game eventually, I will I think, then I'm going to make a mishmash of 1e/2e/3e.
 

Once swam 120 feet underwater without a breath to win a bet with my dad for the 1e monster manual.

Weird. Similar thing happened to me with Mama Snarf.

Or as she says.... Listen up. You can think of it as a bet, but I like to think of it as a way to try and reduce my household expenses so I have more scratch to spend on the lotto, smokes, and likker. Now, don't you worry 'bout these weights I'm puttin' on ya.
 



I think one holy trinity my group had was the combination of a short sword of speed, with a longsword, both with high pluses (+3, +4) and a girdle of giant strength or ogre gauntlets.

You could hit three times in one round and the penalties didn't matter that much on the to hit with all those pluses. Routinely did over 100 hit points per round. It is why I jokingly said the wizard will win a ranged battle but if the fighter is close and wins initiative he will drop almost any class in one round.
Three attacks doing 100 per round means over 33 hp per hit. Gauntlets to Storm giant girdles give +6 to +14 damage on a hit. +4 weapon with +2 specialization would be +6 more so that would be +12 to +20 damage on a d8/d12 longsword and a d6/d8 shortsword.

Anything I am missing?

Short sword of speed only showed up in 1e Unearthed Arcana and only gave first strike in a round, not extra attacks.

Sword, Short, of Quickness is a specially dweomered blade that enables the wielder to strike first in every combat round. It is also a +2 magic weapon, with the bonus applicable to both hitting and damage.

In 2e there was the scimitar of speed which gave an extra attack

Scimitar of Speed: This is a magical weapon, usually of +2 bonus, that automatically grants its wielder the first attack in a melee
round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one
strike in some rounds, increasing the wielder’s figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to two attacks per round. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).
The order of attacks in the round is determined normally after the wielder of the scimitar of speed has made his first attack to
begin activity in the round. It is possible, for instance, that a wielder entitled to three attacks in the round will attack once before any
other action takes place, and then (because of poor initiative rolls or other factors) take his remaining two attacks at the very end of the round.
There is a chance (25%) that the weapon will have a bonus of something other than +2; if this occurs, roll percentile dice and refer
to the following table to determine the appropriate bonus:
D100 Roll Type XP Value
01–50 +1 2,500
(normal form) +2 3,000
51–75 +3 3,500
76–90 +4 4,000
91–100 +5 4,500

The best I saw in my long running 1e AD&D campaign was a drow fighter PC (fallen ranger) with the drow two weapon fighting to allow short swords, double specialization in short swords (so +3 damage) two magic short swords, and a girdle of hill giant strength (+7 damage instead of the +0 from his reduced 15 strength). So damage of d6s with +10 plus magic sword bonuses (highest was +3, the other was less) on multiple attacks a round. I believe I allowed the offhand to give one extra attack.

The Girdles are huge on impact regardless of anything else.
 

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