I think the difference between 3.x modules and pre 3e modules is that I think the latter were scaled FOR the melee classes.
What I mean is that, since spell acquisition was random pre 3e, there really was no way a module could be designed under the assumption that the party had access to Spell X.
Indeed, there were modules that even explicitly banned/modified spells (queen of demonweb pits I think for example) so that the spellcasters were even more factored out.
Contrast this with a 3e module writer who ahs to assume that the party HAS a spellcaster being played by an average player. A simple spell like Protection from Arrows/Missiles which you could NOT count on the party having access to in a pre 3e module.
That kind of changes in 3.x IMO. Designers assume that the players have characters with access/know most of the spells in the PHB.
What I mean is that, since spell acquisition was random pre 3e, there really was no way a module could be designed under the assumption that the party had access to Spell X.
Indeed, there were modules that even explicitly banned/modified spells (queen of demonweb pits I think for example) so that the spellcasters were even more factored out.
Contrast this with a 3e module writer who ahs to assume that the party HAS a spellcaster being played by an average player. A simple spell like Protection from Arrows/Missiles which you could NOT count on the party having access to in a pre 3e module.
That kind of changes in 3.x IMO. Designers assume that the players have characters with access/know most of the spells in the PHB.