IME (which is not universal), I have found that since 3e, when ascending AC is a thing, there seems to be a lot more things that give you bonuses or penalties to your attack rolls. Not just situational things, but more spells, feats, and powers. At least it feels like in the games I've played that we modify attack rolls more now that we do (present tense since I still play AD&D) in AD&D.
3e power attack feat was pretty common allowing different adjustments every round and 3e barbarian rage and bardic inspiration were core easy ways to get temporary bonuses along with a bunch of more common buff spells compared to 1e IME. 4e built buffs into a lot of class powers with granting them being a core thing for the leader classes and a lot of the others giving self buffs as common powers. 5e made them pretty common but mostly just advantage or disadvantage (but then adding back in fiddly things like bless and bardic inspiration).
1e had a decently sized list of modifiers though, more so on the AC end than on the attack side IMO.
DMG page 70:
Flank Attacks: All flank attacks negate any defender armor class addition for shield. Attacks against a rear flank, where the opponent is virtually unable to view the attackers, negate dexterity armor class bonus.
Rear Attacks: Opponents attacking from the rear gain a +2 to hit, negate any consideration for shield, and also negate any consideration for dexterity.
Stunned, Prone or Motionless Opponents: Treat all such opponents as if being attacked from the rear, but in this case the “to hit” bonus is +4 rather than +2.
Magically Sleeping or Held Opponents: If a general melee is in progress, and the attacker is subject to enemy actions, then these opponents are automatically struck by any attack to which they would normally be subject, and the maximum damage possible according to the weapon type is inflicted each time such an opponent is so attacked. The number of attacks or attack routines possible against such an opponent is twice the number normally allowed in a round. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round. Note that this does not include normally sleeping opponents (see ASSASSINS’ TABLE FOR ASSASSINATIONS).
Invisible Opponents: Invisible opponents are always at an advantage. They can only be attacked if they are attacking or otherwise detected somehow. These opponents always cause the attacker to attack at a –4 on “to hit” rolls because of the invisibility. They can never be attacked from flank or rear positions unless the attacker can see them (thus they are, in fact, visible!).
Breaking Off From Melee:
At such time as any creature decides, it can break off the engagement and flee the melee. To do so, however, allows the opponent a free attack or attack routine. This attack is calculated as if it were a rear attack upon a stunned opponent. When this attack is completed, the retiring/fleeing party may move away at full movement rate, and unless the opponent pursues and is able to move at a higher rate of speed, the melee is ended and the situation becomes one of encounter avoidance.
DMG page 64:
Special Note Regarding Giant And Machine Missiles:
When giants hurl boulders or any of the various siege machines (ballistae, catapults, etc.) fire missiles, target characters do not gain dexterity bonus considerations to armor class when “to hit” computations are made. Consider this as follows: Character A has an armor class rating of –2, but as dexterity accounts for 2 of these factors, AC rating drops to 0 if a giant is hurling rocks at the character or if some machine is discharging missiles at him or her.
Missile Fire Cover And Concealment Adjustments:
Adjust the armor class of the target creature as follows if cover (hard substances which protect) or concealment (soft substances which screen) exists:
TARGET HAS ABOUT ARMOR CLASS BONUS
25% cover +2
50% cover +4
75% cover +7
90% cover +10
25% concealment +1
50% concealment +2
75% concealment +3
90% concealment +4
25% is cover or concealment to the knees, or part of the left or right side of the body screened; it might also be a target which is seen for only three-quarters of a round. Men on a walled parapet would typically be 25% covered. 50% cover or concealment equals protection or screening to the waist, half of one side of the body, or being seen for only half the round. Figures in thick brush would be at least 50% concealed; men on a castle wall with embrasures and merlons would be at least 50% covered. Shuttered embrasures and narrow windows would provide 75% cover, while arrow slits offer 90% cover.