Rules on using AD&D monsters in module

Convert the AC to ascending, use the rest of their stats straight-up; weak-ass hp/dps and all. Stat out the BBEG to be overwhelmingly challenging in your edition of choice. Enjoy your extended adventure-day. Easy peasy.

Not monsters but, a lot of old school AD&D adventures describe locks/trips/traps in great detail in order to allow players to figure them out without resorting to incredibly difficult Thief % rolls. For full flavour and immersion, you should encourage your players to figure shit out similarly.

Old school feel. New school rules. Don't let the grogs discrourage you.
 
It's amazing how much can be adapted on the fly with little protesting (or even awareness) from the players. I think the golden rule of DMing is "Thou shalt roll with the punches, for that is what thy screen is for".
 
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