T. Foster said:
of what I did read I remember feeling that far too many challenges were based on the notion that challenging high level characters = harder die rolls (made up example: this door is locked, but since this is a high-level adventure the thief's Open Locks roll is made at -25%!), the same with the monsters (here's a wraith, but since this is a high level module it's a super-tough wraith!), which strikes me as a distinctly non-1E approach.
You are right in that regard. What you are describing is the 'Diablo' approach, and yes, it annoys the heck out of me too, and for most the same reasons. It also annoys Monte as well, so you are in good company.
The key to high level modules in 1E isn't making the die rolls tougher or beefing up monsters with extra hp and damage-dice...
Well, typically, the first thing you do after about 8th level in 1E is not increase the HD but increase the number of monsters. It wouldn't be too uncommon in 1E to have encounters with 30 or more opponents, and I can remember alot of very long combats (20 or more rounds) in 1E with reinforcements arriving in waves every few rounds. In this fashion, and really in this fashion only, alot of the early Necromancer Games stuff felt very 1E in design.
But the approach of adding more HD is sometimes seen in 1E as well (I especially remember this as common in some of the Master and Companion modules I played converted to AD&D).
But even more typically, 1E would make the _environment_ tough at high level. So, instead of facing 4 trolls, you'd be facing 20 trolls in a quick sand bog, a fire dragon in a lava pit, a group of stone giants on the edge of a cliff, the villain would have thier own plane with wierd rules where magic didn't work as expect, would lair underwater, inside a glacier, or whatever.