Helldritch
Hero
Really? Perhaps my experience was abnormal.
Not necessarily, but as I said. I introduced over a hundred of players during 1e/2e era. And by the time you got to access legend and lore it was possible to access magical recepei on how to build magic items.
You think that the reality of 1ed AD&D was such coveted items were so readily available as to allow you to obtain high stats? That was nothing like the reality I experienced, was that perhaps one such desirable item might be found over the course of a parties adventuring career. A Manual of Gainful Exercise is as rare or rarer than wishes. Outside of a Monte Haul campaign where the DM purposefully placed such treasure in large quantities, running into ability score enhancing tomes would either not happen, or happen less frequently than character deaths and certainly too infrequently make a difference if your starting stats were poor. It's far more likely that your DM would simply reroll any result leading to a Girdle of Frost Giant strength as game breaking, than you'll actually get one.
Again, high level characters were able to obtain the knowledge needed to create their own. Why do you think that the rules for creating magic items were more and more limiting from edition to edition? The Dragon magazine was usually filled with new magical items created by living wizards and (to a certain degree) priests. The only + side of making your own magical items was the exp cost required to create one (yep that was in 1ed too). That was forcing the mage to go on adventure more and more.
Ho and don't forget that treasure tables were much more generous then than what they are today. With the gold you could convince an allied wizard/priest to make you an item you desired. You'd have to go on an adventure to get the materials components and all the yaddi yaddas that would come with such a quest. Remember that normaly, it could take years to level a character to level 20+ (It took me 3 years to level my dual 7th level fighter to wizard level 20). And we were gaming 2 times per week. So yep, we had time to find those magic items we wanted.
Legend lore to find either the receipe or the item itself. (contact other could do, but it was risky)
Take teleport to get to the item.
Slay the beast/evil character or whatever guards the items.
Rince and repeat.
So pretty much yes, you could get all these powerful items over time. If your DM was not cheating around and making the items unavailable for nothing. In 1e, magic was almost omnipresent, depending on the setting. Why do you think there was so much complain about the monty haul campaings? I never was a magic distribution machine type DM and yet, at a certain level, these items were becoming more and more available. Not because I was giving in, but simply because at these levels, the players were able to use their brain and ressources to obtain some.
My experience with Method V is that it was generally an excuse to cheat. The average scores it produces are not as high as you might think, but the math is not so easy that the scores it produces are intuitive. So you could use Method V and claim you rolled 4 18's, and people would generally know you cheated but not prove it (and have less reason to care that you cheated). Method V when done in front of the DM is generally not as impressive, as even 9d6 drop 6 lowest only produces an unintuitive ~18% chance of an 18, and has an almost equal chance of producing an undesirable 15 (leaving you potentially with a largely unplayable character of the class you choose). Now, if you do Method V, reroll the 1's, sure... but by that time you're practically just choosing the stats you want and giving yourself the color of not having done so.
In my opinion, the best all around method was Method III, which forced you to take what you got, but all but guaranteed both diversity and desirable characters. Sadly, I never discovered how well it worked until after I'd left 1e AD&D.
In any event, the ability to generate desirable characters with methods other than method I does not mean that my analysis isn't correct. Quite the contrary, the adoption of methodology like Method V was actually a response to the truth I just outlined, because Method V was designed to produce a desirable and playable character and actually did so about 70% of the time without the need to cheat (and 100% of the time if you did, while still at least looking plausible).
Fully agree with you on that one.