Quickleaf
Legend
Yeah, I agree with you for two reasons: One, the 1e modules just rocks the socks off most everything official for 4e. Two, the shear amount of character options in higher-level 4e slow things down in a way that just didn't happen in 1e.I looked into doing this, and the main obstacle with oldschool-style dungeoncrawls that neither 3.x nor 4e handles well is "quick-hit" random encounters. Both systems do a reasonable job at 1st level, but by the time levels 6+ are hit, things can slow down considerably.
As a huge 4e fan, I have to concede that nothing does 1e-style dungeoncrawls better than 1e itself.
-O
I like 4e too, but I don't find it's combat pacing ideal. I guess I was thinking of ways of abstracting convoluted mega-dungeons into a skill challenge/encounter hybrid that (a) takes less game time to play through, (b) excises some of the tedium, and (c) is less headache for the DM.
Probably what constitutes "tedium" has a lot to do with our individual approaches and experiences with D&D. Personally, when my group of young professionals and grad students gets together 1 or 2 times a month to play D&D, I want to make the most of our sessions.