JonnyP71
Explorer
In AD&D (and b/x), magic items are everywhere.
Anyway, just an observation, and when converting TSR modules to 5e, I'm finding I'm eliminating most of the items.
I recently ran X2 Castle Amber in 5E for my group, and the module itself presented me with an easy get-out-clause. I left most of the magic items in, plus most of the treasure, they were swimming in the stuff..... but about halfway through the players starting commenting 'Hang on, there's a lot of stuff in here... he's not going to let us keep it is he?'
I wasn't. X2 is set on another plane... when the curse was lifted on the chateau every item they had taken disintegrated along with the house. I did however give them each a gift from Stephen Amber - some valuable gemstones and a magic item each of my choice. They didn't mind one bit - they are all adults and accepted the reasoning - they realised the adventure was essentially one huge fight/magic/treasure fest written for a different age of gaming. Most importantly they loved it.
My main change/gripe however with 5E - wands and staves recharging at dawn. Clearly it's meant to be in line with class powers recharging on a short/long rest. I've dropped that completely - when they're gone they're gone - though they can pay for a Mage to recharge them if they wish - which is expensive and time-consuming.