Author Topic: Char Ops in 1st Edition?  (Read 4268 times)

Offline Libertad

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Char Ops in 1st Edition?
« on: September 28, 2012, 06:31:52 PM »
Alright, I know your forte's 3rd Edition, but have any of you got access to 1st Edition AD&D?

I'd like to know about some stuff. It's got a lot less in terms of Optimization (due to heavier reliance on DM Fiat, random rolling over point buy, etc), but I bet there's superior and inferior options like the other editions.

Effective spells, ineffective spells. Certain options/equipment/etc. that's incredibly under-powered and over-powered, power loops and combos to be on the look out for.

Basically, if you had to make an ideal class (Cleric/Wizard/Thief/etc), what would you do?

Offline Arturick

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Re: Char Ops in 1st Edition?
« Reply #1 on: September 29, 2012, 10:59:27 AM »
Going to have to go off of my 2E books for a few things, but I think the rules are largely the same in these regards:

-Charm Person or Mammal:  Works on fey and anything else that is humanoid in shape but not Large.  Average duration before getting a new save to extend the duration = 3 weeks.  (Caster supremacy anyone?)  Best part is that the spell is available to Clerics.

-No Off-Hand Penalty to Damage:  An 18(00) STR will do the same damage with weapons in both hands.  At low levels, you'll do insane things by hurling three darts a round, but at higher levels you're going to run into "Can only be hit by +2 or better magic weapons" and the DM isn't going to give you cartloads of +4 darts.  You probably will be able to get two magic swords.

-Hold Person can effect up to four targets.  Same with Hold Monster.

-Lightning Bolt + protractor = win.

-Lots of enemies are effectively immune to magic, so the party needs beatsticks.

Offline phaedrusxy

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Re: Char Ops in 1st Edition?
« Reply #2 on: September 29, 2012, 05:13:28 PM »
Yeah, insanely enough in 2nd edition a fighter specialized in dart throwing did mad damage.  :lmao
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Offline Garryl

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Re: Char Ops in 1st Edition?
« Reply #3 on: September 29, 2012, 05:26:29 PM »
Some classes (and races) are a heck of a lot better at some levels than others. Never play anything but a human in a high level game, since most other races cap out at level 9-13 or so (except for Thieves). Also, the experience needed for the first few levels of a class is very low compared to higher levels, so human dual classing is awesome if you can do it. Why be a Wizard 10 when you can be a Fighter 5/Wizard 10, having up to 40 more hit points, shields for a little better AC, access to those fun Fighter-only magic items, and some armor for when your spells run out? Also, never play a single-classed Thief unless you're into level 15+ games as you lose so little thieving skills at low-mid levels for multi- or dual-classing with Fighter in exchange for significant combat boosts. The much faster level progression at higher levels can make up for it a fair bit, at least if you have a DM who lets you backstab a lot. Finally, if you expect to never get past level 1, multiclassed mage is strictly better than single classed.

Offline phaedrusxy

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Re: Char Ops in 1st Edition?
« Reply #4 on: September 29, 2012, 08:39:29 PM »
Yeah, dual-classing was hard to beat. I think the ability score requirements were pretty harsh, though.
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Offline Garryl

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Re: Char Ops in 1st Edition?
« Reply #5 on: September 29, 2012, 09:02:54 PM »
15 in your first class's prime requisite, 17 in your second's. On the upside, it ensured you were getting the 10% xp bonus for having a 16 or higher prime requisite.

Offline Nedz

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Re: Char Ops in 1st Edition?
« Reply #6 on: October 04, 2012, 08:34:50 PM »
I'd like to know about some stuff. It's got a lot less in terms of Optimization (due to heavier reliance on DM Fiat, random rolling over point buy, etc), but I bet there's superior and inferior options like the other editions.

Effective spells, ineffective spells. Certain options/equipment/etc. that's incredibly under-powered and over-powered, power loops and combos to be on the look out for.
Once had a 1st level MU roll up Friends as their offensive spell, which he gets 1 of per day. Friends is like a mediocre diplomacy roll. I forget the other spells his mentor taught him, but they were quite poor.
Fireballs in narrow corridors expand to fill an equal volume of space to the normal sphere. There was a lot more blue on blue from spells.
Bouncing Lightning Bolts of walls to hit someone twice, or more.
Rolling a psionic character with negligible psi points was a bit of a liability come the first psionic encounter.
Basically, if you had to make an ideal class (Cleric/Wizard/Thief/etc), what would you do?
Low level wizards were very weak, but high level ones were very OP
High level Thieves were a bit pointless
Rangers started out with 2HD at level 1: Rangers were the best tanks.
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Offline awaken_D_M_golem

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Re: Char Ops in 1st Edition?
« Reply #7 on: October 10, 2012, 05:07:11 PM »
1e Psionics ... were on what I caught the bug.

Qualifying was probably not intended to be
checkable every time you improved your Int
or Wis or Cha.  But the language of so much
of 1e is not rule specific enough to eliminate ...
blah blah blah.  So you make multiple attempts.

# of attacks was random.  Then you picked which
ones.  Ego Whip was the worst and last choice.
The others you took in order.

# of defenses was random.  I felt that one of the
two area defenses should be chosen, for their
usefulness against the Psi Blast types.

Otherwise, between attacks and defenses was
a guessing game of Mind Thrust + the base
defense, versus Id Insinuation + the 2nd defense,
versus any of the other attacks + any of the other
defenses.  Only a slight nod to Psi Blast against
non-Psi, during later game.

You always ran out of Attack points before Defense.
You always made 4 Grey burned out Ion Stones.
You always made the Helm of Telepathy (iirc).
I haven't reviewed the various powers for a long time.
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Offline Necrosnoop110

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Re: Char Ops in 1st Edition?
« Reply #8 on: October 10, 2012, 09:53:45 PM »
[Summons the spirit of Carnivore] 2E Pixie + Rogue was pretty bad assed.

Offline Keldar

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Re: Char Ops in 1st Edition?
« Reply #9 on: October 11, 2012, 04:57:37 AM »
Cavaliers get Strength bumps.
Assassins get xp for assignments, very easy leveling with a DM that isn't paying too much attention.
Bard:  The Original PrC, for those that manage to have great rolls.  Dual classing from Fighter to Thief to Druid Bard.
If your a Thief steal everything, you get xp for it.

Offline Necrosnoop110

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Re: Char Ops in 1st Edition?
« Reply #10 on: October 11, 2012, 11:49:28 AM »
Cavaliers get Strength bumps.
Assassins get xp for assignments, very easy leveling with a DM that isn't paying too much attention.
Bard:  The Original PrC, for those that manage to have great rolls.  Dual classing from Fighter to Thief to Druid Bard.
If your a Thief steal everything, you get xp for it.
+1

The 1st Edition Unearthed Arcana had some gems. As mentioned the Cavalier but the Barbarian was nothing to sneeze at either, literally tons of class features, uber-hit points, and at high levels could summon an entire barbarian horde. If I remember correctly Unearthed Arcana reassigned the Paladin underneath the Cavalier and as such the Paladin got both its original class features and the Cavaliers.