#56. The orcs in room #3 never heard or reacted to the fireballs, battle cries and weapons clanging from the adjacent room #2. When encountered, the orcs in room #3 will still be playing cards or shooting dice.
#57. Waiting in a barren room with no food and a single door is a fine way for a given monster to spend its life.
#58. Player characters often knew the treasure rating of a creature encountered randomly (C'mon U or V), and may make decisions about facing the creature based on this.
#59. Equipment: 10' pole; 10 iron spikes; small, iron mirror; a hooded lantern; 4 flasks of oil; flask of holy water; 2 weeks iron rations; chain mail; longsword;p 2 daggers. If the money works then there is no other thought as to weight, where it fits, how to carry, etc.
#60. Boots are high, hard if you are a fighter or cleric; low, soft if you are a thief or M-U (Yes, M-U, not "wizard"). Low, hard and High soft exist, but anyone using them is clearly just being difficult.
#61. When first exposed to AD&D (after playing Basic) you are amazed by the new vistas open to you when you can be both an "elf" AND a "thief", instead of having to choose elf as a character class.
#62. Only MU's get ninth level spells. They've devoted their lives to magic, ignoring all other pursuits (other than dagger, dart, and staff)! Throw 'em a bone for pete's sake!
#63. Clerics have to use blunt weapons....they HAVE to! (I still can't get over this, and still refuse to use sharp weapons with my clerics)