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<blockquote data-quote="Gus L" data-source="post: 9317566" data-attributes="member: 7045072"><p>So others have discussed the magic item issue, but I think what you are running into here is two-fold. </p><p></p><p>First, and a minor issue, "Fighter's Challenge" isn't a very good adventure... it's part of the 1992 2E glut of content, and because of era and specific goal of creating a two player adventure (One Player, One Referee and One Player) it suffers and even at publication was regarded as heavy on the magic loot and filled with high difficulty encounters (and combat focused as tends to be the nature of post 1985 or so D&D). Plus yeah, in early editions character power and advancement is much more dependent magic item recovery. So more items abound.</p><p></p><p>Second, and the bigger difficulty is that 5th Edition D&D and the editions that came before it are different games. The focus is on different play styles, goals, and player expectations. It's not impossible to play 1E adventures with 5E rules ... but it's a lot of work and demands copious adaption to either/both rules and adventure. 5E adventure is generally structured around scenes and encounters while early editions (especially the earliest) are location based exploration adventures (even more at low levels). That is a room by room delves where navigating a large map and conserving character resources by finding an optimal path through and around encounters, obstacles and puzzles while recovering treasure is the main focus. In many older adventures the players seek to trivialize and skip many combat encounters and are the goals tend to be less clearly defined. Etc. I know you've heard this stuff before ... but it really does effect the way adventures are designed.</p></blockquote><p></p>
[QUOTE="Gus L, post: 9317566, member: 7045072"] So others have discussed the magic item issue, but I think what you are running into here is two-fold. First, and a minor issue, "Fighter's Challenge" isn't a very good adventure... it's part of the 1992 2E glut of content, and because of era and specific goal of creating a two player adventure (One Player, One Referee and One Player) it suffers and even at publication was regarded as heavy on the magic loot and filled with high difficulty encounters (and combat focused as tends to be the nature of post 1985 or so D&D). Plus yeah, in early editions character power and advancement is much more dependent magic item recovery. So more items abound. Second, and the bigger difficulty is that 5th Edition D&D and the editions that came before it are different games. The focus is on different play styles, goals, and player expectations. It's not impossible to play 1E adventures with 5E rules ... but it's a lot of work and demands copious adaption to either/both rules and adventure. 5E adventure is generally structured around scenes and encounters while early editions (especially the earliest) are location based exploration adventures (even more at low levels). That is a room by room delves where navigating a large map and conserving character resources by finding an optimal path through and around encounters, obstacles and puzzles while recovering treasure is the main focus. In many older adventures the players seek to trivialize and skip many combat encounters and are the goals tend to be less clearly defined. Etc. I know you've heard this stuff before ... but it really does effect the way adventures are designed. [/QUOTE]
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