From the 1st edition Advanced Dungeons & Dragons Dungeon Masters Guide, page 71,"Actions During Combat and Similar Time-Important Situations":
".... in a similar vein, some players will state that they are going to do several actions, which, if allowed, would be likely to occupy their time for many rounds. For example "I'll hurl oil at the monster, ignite it, drink my potion of invisibility, sneak up behind it, and then stab it in the back!" How ambitious indeed....As DM, simply note these actions and begin them accordingly. Then, when the players starts to give instructions about additional activity, simply remind him or her that he or she is already engaged in the former course, and that you will tell him or her when that is finished and new instructions are in order."I love the subtext of Gary writing DMG content with the intent to screw over players situations that annoyed him.
From the 1st edition Advanced Dungeons & Dragons Dungeon Masters Guide, page 71,"Recovery From Intoxication":
"Time is the only cure for intoxication, although certain stimulants will shorten the recovery time....When I read that section as a child my reaction was along the lines of "Whoa! Strong coffee really can fuck you up in AD&D, no wonder us kids aren't allowed to drink it!" Nowadays I am inordinately amused that AD&D included "euphemistic" rules for the detrimental effects of using cocaine to recover from a hangover (it was the end of the seventies after all...). Take that you annoying babbling cokeheads, 1 less point of CON!
...Mild stimulants will have no harmful effects.
Strong stimulants have 5% chance per application of lowering the character's constitution by 1 point. This is permanent."
As well, it's been a while since i posted any music, so here's some prime headbanging action for your Gamma World/Mutant Future/Post Apoc games: