I am most likely going to in a AD&D game where we will run through some pretty fantastic modules like Temple of Elemental Evil. So I looked around and found only a few tips on how best bring the cheese. I shall present what I've found here and if anyone has tips or tricks about items to get, kits to take, races to be or all around min/maxing, then post away cause this is the thread for it!
Posts will be seperated by dashes (---) here to seperate the different ideas I've listed.
Note: Apparently, most of the broken things I've found and put here are about darts.
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Throwing rate of fire is 3 per round and damage is 1d3. Strength only adds to melee not ranged, so it was a very good fighting technique for low Str characters. Unearthed Arcana introduced Weapon Specialization for fighters which would give a +1 to hit and +2 to damage and up to 6 attacks per round at 13th level and above. This turned the dart thrower into a force to be reckoned with.
2nd Edition took this even further by allowing Str to be added to throwing damage, which gives dart fighters insane damage. And when you combined that with magical darts, gauntlets of ogre strength and a girdle of giant strength you had a fighter that could do god like damage. Minimum damage became +1 for dart, +3 for magical bonus, +6 for gauntlets, and +12 for girdle, which equates to 22pts per dart as a minimum and you get to throw 6 per round.
Skills and Powers went even further into the ridicules with the throwing skill which gives a +1 to hit or damage when first bought and another +1 for each 4 proficiency points invested into the skill. So at 20th level you have invested 20 points into the skill giving a bonus of +5 to hit or damage on top of the +1 you get from skill for a total of +6, which can be added all to damage. On top of this they also have weapon mastery which gives a +2 to hit and +3 to damage for darts for a grand total of 31pts per dart per round (22pts from above and 9pts from Skills and powers). First I was a Dart throwing Minotaur of Krynn and second was a Pixie Dart thrower using the monster as player character rules.
It goes to show don't mess with a guy with darts and run away if he has a potion of speed.
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(Different thread but same idea for dart use)
One dart doing 1d3+Strength+Specialization bonus isn't any better and certainly is much worse than many other options (pretty much anything that has greater range and damage... like a javelin). The complaint is that, RAW, even without specialization, the wielder gets to take 3 attacks/round with darts. And with specialization the wielder gets ANOTHER attack per round in addition to the +1/+2 to attack/damage, making dart specialization unreasonably better than any melee weapon and still pretty unreasonable at short ranges.
So when you triple or quadruple the Strength and Specialization bonuses via multiple attacks, you radically increase the damage capacity of darts over other weapons when, intuitively, darts should only be as effective as other weapons.
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Fighter + Storm Giant Belt + Gauntlets of Ogre Power + Hammer of Thunderbolts (all of which are non-artifact) can make quick work of a dungeon. You figure that this level-independent character can kill anything he hits.
Storm Giant Belt is VASTLY under priced. That alone can break a campaign. We fought on a castle wall once, the character simply ripped off a crenelation and threw it at any attacker.
Other worthy things of note:
Ring of Regeneration - you win, you cannot be killed
Illusions do REAL damage - you win
Backstab - when you get it, it kills gods.
Monks - get to add strength (see: belt of giant's strength) AND a level amount to each blow (they can also fight 2-handed... and throw 3 darts per hand per round)
And, of course, the usual wizard creativity and spell power is rewarded.
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Thrown Weapons in 2nd ed (not sure about 1st ed) used both Strength and Dex bonuses for the to hit rolls and the damage rolls. So with an 18/00 Str and a 18 Dex, you had a +7 to hit and a +6 to damage. Darts, which did like 1d3 damage IIRC, were the fastest thrown weapon in the game. The base was 3 attacks per round (by contrast, getting 2 attacks in a round was something a 7th level fighter got. If he'd specialized in the weapon he was using).
Specialized fighters got 4 and an addition +1 to hit and +2 to damage. And doing 10 damage to something small was a near-certain kill.
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in order to have the holy fighter trinity of ad&d you also need the vampiric sword. Half the damage you deal with it heals you. Go straight to win, do not pass go.
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Play the barbarian from Dragon Magazine/_Unearthed Arcana_. They have the remarkable benefit of rolling 9d6 and keeping the three highest for Strength, with similar methods for Constitution and Dexterity. No magic items, but great surprise rolls. Most old schoolers curse Unearthed Arcana, because most of the player classes within (particularly, as mentioned, the Barbarian) are far more powerful than classes in the regular Players Handbook.
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Most old schoolers curse Unearthed Arcana, because most of the player classes within (particularly, as mentioned, the Barbarian) are far more powerful than classes in the regular Players Handbook.
Weapon specialization, particularly the dreaded double specialization can be ridiculous when applied to bows. An elf with a bow and double specialization (if your clueless DM allows it!) will be a one-man wrecking crew.
And of course there is the old chestnut of having your 18+ STR fighter carry a bunch of darts around to use as missile weapons....three attacks a round, and as they are hand-held the fighter can include his damage bonus. A +3 dmg bonus leads to 4-6 pts per dart, for a whopping 12-18 pts a round in dart damage! Better than a longsword!
If your fighter can get away with not having a shield, choose a two handed sword or trident as a weapon. The damage vs "Large" creatures is ridiculous, and a couple of fighters swinging two handed swords (with the 3-18 dmg vs large creatures) or tridents (3-12 dmg) can quickly chop an ogre or even a giant to pieces in a few short rounds (even if the fighters are low level).
Choosing a ridiculously over powered race is important. There is no level adjustment in 1E. Svirfneblin, Drow and Derro all gain innate spell casting powers, numerous bonuses and magic resistance! Dragonlance Minotaurs gain enormous Str and Con.