While the later editions suffer from "builds" when players think about
characters, the earlier editions are not immune to their share of
munchkinism. In fact, if one looks at just the Player's Handbook in 1st
edition its easy to break the game, using the Unearthed Arcana it gets
even easier. It bears repeating, although its tougher to do with just
the Players Handbook in 1st it can be done. Enter the Monty Haul
aspects of the game. I don't believe that Gary intentionally did this,
after all I truly believe the game grew organically and fast. I also
think how he played was much more high powered then those that consider
themselves "Gygaxian".
2nd edition avoids this to a degree in my opinion as one of the prime
areas for abuse in 1st Edition, weapon specialization is toned way, way down.
This is not to say combat can't be broken, fighting with two weapons
anyone, and then specialized? (Of which there are ways to tone this
down too). Point being that 1st is open to more abuse in my opinion.
So in a round about sort of way what I'm saying is that the cat was
really let out of the bag even with 1st edition. The later editions
*cough* 3rd *cough* really drove it home.
So without further delay here is breaking the game 1st edition style lifted from my response at dragonsfoot.
The point of this exercise is that with some "creative thinking" the
power curve is already bent/broken at the mid levels of the game.
Rules: 100,000
Xps for each character. 6 characters and no race or class can repeat
(the original OP on Dragonsfoot said five characters, but in true
munchkin fashion I ignored that limitation). Here was my stab at it, not
meant to be the best, but certainly in consideration for munchkinism.
Dual classed and multi-classed are ok when the limitation of no class
repeated is considered.
Half Ogre, 7th level Fighter (Dragon #29/73)
This is the only single class in the lineup. Forget the duelist or any of the NPC races/classes from Dragon
that people think are uber-munchkin, this is it hands down. High
possibility of an 18/00 strength (check the rules). Of course if doing this via a munchkin build, there is no rolling, he automatically has an a 18/00 strength.
Next he obviously has double specialized in bastard sword (which he can use one handed with no penalties per the Dragon #73 magazine article) and attacks 2/1. Its important to note those attacks are at +5/+9 with that sword before factoring in any magical
items. Read that again, that's +6 to hit with a base attack of of doing 2d4+9/2d4+9 before any magical
items 4. Speaking of which, he is of course wielding a bastard sword+3 happens to be a vorpal blade as well. If feeling really munchkin, give him bracers of blinding strike to improve his initiative and double his attacks 3/day.
Because of being able to wield the sword one handed he uses a +3 shield with his off hand meaning his AC is at least at -3 if not lower due to full plate armor. in 1st edition the damage reduction of the full plate is another nice boon and if
magical, even better.
This brute also starts at 2d10 for hit dice at 1st level, so
just like the ranger, but better. This is of course coupled with his
natural con of 18 means at 7th level he has 108 hit points. That's 20 more than a huge, ancient, red dragon.
He could skip missile weapons for the most part as he usually does need them, but when he does he throws spears. Barring that nothing says a longbow can't be built for his height an stature
Of course by this level he has several magical options: ring of fire resistance is standard as it allows him to confront a red dragon, head on. Boots and cloak of elvenkind (which are fairly common magical items) negate the full plate penalties for moving silently. Throw in a few potions of giant strength and speed for those times he really needs it.

For added "fun" consider: if this were not enough, half ogres can also
be clerics. Rather then "waste" nearly 30,000 XPs towards fighter (in
this scenario) that would still leave him a7th level fighter; re-purpose
them to a multi-class. Half Ogres can be clerics but their spell
casting is only average even with a 12 wisdom, but he's likely the last
resort cleric or healing himself only. He can still use edged weapons
as multi-class clerics are allowed to or use the above mentioned
hammer/girdle/gauntlets combo. It will impact his hit points some, but
it might not be worth the consideration.
NOTE: I'm not saying I would add cleric to him in this scenario, I'm just saying its possible.
Gray Elf 6th level Druid/ 5th level Ranger/ 5th level Magic User
(per Gary's errata in Dragon #96)
Ranger is included for no other reason then to be specialized in longbow in
order "mow down" enemies with a frightening rapidity (1). 19 dex + elven
bonus for bows + abilities for specialization and oh, fires 3/1 and each
arrow in point blank range that does 6-16 points of damage before factoring
magical arrows he's sure to have. If anything is caught in it's "reaper zone" (trademark- pending) that's 18-48 points of damage per round.
Further, he wields a bow that allows him to gain his natural strength bonus up to 18/75 range so skip magical ones. That adds a +3 to damage per arrow. So in close for reference that's 1d6x2+2, +3 for strength per arrow. That equates to 9-17 per arrow with a minimum of 3 shots. And if that is still not enough he gets to
fire one more arrow prior to initiative making that 4 arrows in a
single round.
Hit points are fairly good due to his ranger class adding
2d8 hit dice to the mix at 1st. Because his hit points are pretty good can be the 3rd or 4th line
fighter. Could go toe-to-toe with bigger baddies when needed by fighting
long sword and hand axe (short sword makes more sense) and with his
dexterity he can pull it off. Pile in his animal helpers who are subject
to the senior druid's animal growth spells (more on that in a moment).
Between the archer and the half ogre they
might kill a red dragon in a single round by themselves.
Wears magical leather armor or bracers to preserve his stealth abilities
as an elf. Or elven chain mail if need be. He primarily sits back and takes out
targets of opportunity, like enemy spell casters. Can also cast as needed obviously. He is the junior druid
to the dual classed druid below and his animal followers bulk out the
party. Oh and he can cast druid and magic user
spells...
As he rises in levels he gains additional magic user and druid
spells. That leaves him with the potential for unlimited druid, 18th
level magic user and 14th level ranger.
For other magical equipment the poorly worded quiver of Elhonna (2) is
a must. If you really want to make it "him even more fearsome? Make him a Archer-Ranger
from Dragon #45 (shudder).
(1) and (2), yes...I know there is errata for both, but we can skip that little bit in true munchkin fashion.
Dual classed Half Elf, 1st level Fighter/9th level Druid
That's not a typo, the druid drop kicks everything's ass in 1st edition. Read "Underestimating Druids (is a Bad Practice)" in Dragon #119
until it sinks in. A revelation happened in this thread when people
realized that animal growth is one of the most bad ass spells a druid
can cast in 1st Edition. Basically
Imagine he has a couple of bears he casts animal growth on, that doubles hit dice/hit points and damage...Lets that sink in.
He is the 2nd line fighter and with animal growth on his furry
companions of his traveling zoo and complements the ogre in the melee. Also as a
dual classed fighter he gets access to % strength. Add to this with the fact that he double specialized in scimitar at
first level when he was a fighter. When really in trouble, dual wields
with a flame blade spell in the off hand. I see no issue with
this in munchkin-land as its not actually a weapon, its magical flame!
Probably has the group's bracers of defense from previous adventures.
Spell casting
outpaces both cleric and magic user at this XP level as he has access to
5th level spells. And at 9th level druid? He has access to 5th level spells besides the previously mentioned animal growth.
Being a half elf he gets the standard half elf racial abilities of resistance to sleep and charm and secret door detection and the like.
Likely has psionics too (of course) and the good ones, nothing crappy like empathy...
Half Orc 6th level Fighter / 7th level Thief
Arrrrgh, allocating his 100,000 XPs and dividing between the two classes means he is 1 XP away from 7th level assassin! In true munchkin fashion I've bump him one more XP and behold, 7th level assassin! 18/99 strength is a
natural here as is a 19 constitution. He gets included due to being not being
able to duplicate races per the rules above, still he is a viable character
for the roster; much more than meets the eye. Hit points are actually good despite multi-classing as he gets 1d10/1d6 divided by 2 but has a 19 con which gives +5 hit per level. Depending on how the DM rules it you could tack that on as 2.5 per each level gained per class. The max says that if he rolled maximum hit points each time (and of course he does) in both classes he has around 83 hit points
His role is to not go toe toe-to-toe in combat (although he could). The druid and his pets are the back up for the half ogre fighter. Where the half ogre shines is backstab.
For backstab? A backstab from this guy would cut most things in half as its not
explicitly stated that a fighter/thief(assassin) is limited to weapons
on a backstab.
And since its not stated he of course uses a two-handed sword for such attacks and is double specialized in it. With that in mind his damage is 1d10x3 +5(strength), +8 damage (strength and double specialization) +3 magical two-handed sword plus any poisons he is sure to be using...
To preserve his stealth abilities he uses a magical leather armor which is of course the +5 variety which leaves him around a AC of 3 which for mid levels is not great. To help mitigate this he always seems to have a few potions of invulnerability which gets his AC to 1 and a +2 to saving throws.
And of course he's using poison on his magical two-handed sword...
If people are going to be really "sticky" on this then go with long sword instead or some such or convert to fighter/thief, plus ring of invisibility and boots of elven kind. He also has assassination abilities and can provide the party with thief skills.
Dark elf female 6th level Cleric/5th level Cavalier/ 5th level Magic User
Packed with innate magical abilities, superior infravision and the
ability to fight with two weapons at no penalty, this is a fearsome
combo. Here horseman’s maces (magical of course) will work well, but
consider magical long swords abound in the game and Dungeon Masters
Guide so have at it. She wears full plate armor for protection (remember
the damage reduction) and still casts magic user spells and can wield a
shield as needed.
Plus her innate abilities as a female dark elf like detect lie, levitate, darkness, suggestion, dispel magic, etc.
She also has a wide variety of weapon abilities, innate magic resistance, immunity to various spells, resistance to mind effecting spells, bonuses to weapons like longsword, lance (a few death
lances from D3- Vault of the Drow) and horseman's mace, etc. Poisoned weapons go without saying here on any of these weapons.
Oh and can increase
her strength, dex and con every time she levels by rolling 2d10 being a cavalier.
While she can use other weapons she prefers to use her girdle of storm giant, gauntlets of ogre power and hammer of thunderbolts. She can pull this off as she is unusually tall for a dark elf female at 6' tall.
Her steed at 4th level is some sort of gigantic spider of course (no
namby-pamby unicorn riders here). Then add in clerical and magic user
spell casting to good effect. She probably has a retinue of undead
fodder following her around via animate dead.
And all this is before we get to the fact she can cast the likes of lighting bolt and fireball.
Oh and don't forget she has innate drow magic resistance which for her is 60% given her current level.
Deep Gnome 6th level Illusionist/7th level Assassin
AARRRRGGGH...
another 1 XP away again for 7th level! However, applying the
"fix" outlined for the half orc above and boom! He has 1 more
XP, and thus 7th level assassin. The deep gnome special abilities really
push this over the top even at mid levels: camouflage, bonuses to saves,
spell abilities, etc.
Assassination abilities and poison are another benefit here along with
minor thief skills to back up the half orc and hopefully catch anything
that was missed. He can scout with the ranger/druid/mu listed above with
spells at his disposal, especially bending the curve with the vague phantasmal force... In a way he is the "utility infielder" of the group: jack of all trades, master of none.
Has access to weapons such as dagger+2, Longtooth and bracers of archery to provide a secondary archer for the group; shortbow+3 and a few choice arrows of slaying.
Since he is not fighter in his multi-class and can't have specialization he fights
with short sword and dagger both of which are envenomed with poison as mentioned
above.
Recap
- Spellcasting- In short this setup has overall spell
casting down pat: two of the characters have Magic User as a class, one
illusionist, one clerical and two with druidic spell
casting. That's a tremendous amount of raw magical power at mid levels. Consider, two characters hurling 5d6 fireballs... the 9th level druid has access to spells like animal growth, insect plague, wall of fire, transmute rock to mud... The magic users probably have multiple scrolls with dispel magic.
Magic User spells might be a bit weak, but at this XP level druids are
far batter anyway. An overlooked part is with the druids rapid rise
their spell casting which is superior to the clerics so their healing is
just as good as the drow female.
- Melee- Both of the main fighters are extreme examples and
complement the other, one melee, one missile. The druid/ranger/magic user fires his bow while
the half ogre closes to melee. The druid gets specialization too since
he is dual classed and overall three of the characters are specialized;
the dark elf getting weapons of choice due to her cavalier class.
Between the characters one of has assassination abilities, two
with back-stab and four of the characters are using poison regularly; I
could see the case made for all of them, the half ogre hurling poisoned
spears? Three or possibly four are attacking with two weapons when it
comes down to melee. When it gets rough the dual classed druids animal growth spells on his and the druid/ranger/mu animal companions can get nasty.
- Stealth- This group will be tough to surprise (the druid/ranger/mu) and has a good overall stealth capability. Notice I didn't go too overboard with some of the magic items. Boots and cloaks of elvenkind aren't
artifacts after all and in this party coupled with the natural stealth
nature of the members? When needed they can sneak around just fine and
the gnome thief/illusionist is there to help further. The
druid/ranger/mu, thief/illusionist or the half orc fighter/thief can
all play the role of scouts. The half orc in particular can chop down
opposition with a well placed back-stab as he is rarely
if ever in the front line fighting it out but waiting for the right time
then BAM!!!
- Mundane- when considering munchkinism don't neglect the
mundane: the longbow is the best missile weapon in the game doing 1d6
points of damage per arrow, but its RoF of 2/1 makes it swine compared to crossbows.
Looking at this group there are four characters (the half ogre, gray elf, 1/2 elf and 1/2 orc) that have access to this weapon with one specialized in it. That means the half
ogre, dual classed druid/fighter and half orc can fire six shots a
round. Damage of the combined arrows if they hit is 6-36 or the equivalent of a wand of fireballs.
Now add in 3 or 4 shots from the specialized archer? That's up to ten arrows
in a round. To crank this up even further this could actually be a use for the flame arrow spell which might be one of the worst spells in 1st edition, but in this
context? Gives the drow something to do while polishing her nails. If
that doesn't work, all of them firing poison arrows instead? Oh and the
gnome can use a short bow boosting this to 12 arrows in a single round.
While not quite as bad as 3rd edition build malarkey for archers this is
nothing to scoff at. In first edition by way of example? You can hit a dragon and wound it with a non-magical arrow. And if fighting lycanthropes, The entire archer brigade of the groups has access to silver arrows.
Another advantage that might not be readily noticeable is that this
group is redundant in almost every area. There is at least one other
character that can back up the other. This also means that in a lot of
cases there is a good degree of success should say one of the thief fail to unlock a chest, find a trap, etc, the assassin can back him up.
The only alignment issue is the druid/ranger/magic user, but make him CG with CN tendencies and everything works out. I know Dragon #100 says they have to be Neutral Good, but we will fudge that a bit too.
One observation is that no dwarfs or halflings need apply for this group; nor do thief-acrobat, paladin,
single class thief, barbarian or monk. Bard is the odd man out, but he
would be next "off the bench" in In my opinion but having to progress through fighter and thief firs limits s how high his bard level would be at 100,000 XPs. If anyone gets replaced
its probably the half orc with the bard or maybe an illrigger. The lack of a single class
thief really points out there is no real need for them as the multi class thief and assassin plus the cleric can take care of this role. Basically replacing the single class thief in aggregate.
Magic items are modest and nothing that a band of 6-7th level PCs
wouldn't have access to...well with a bit of stretching here or there.
So there you have it, pretty easy to get a munchkin build in 1st Edition AD&D, its simply easier in 3rd and 3.5 Edition.
How about your munchkin party(ies), lets hear them.