Back in the 1e days, treasure was important. The amount of treasure you hauled off gave you XP. And you needed it. A magic user needed 2500 Xp just to get to level 2 so he could get one more spell . You were not going to earn that XP by killing kobolds all day with a stick. In addition, there were training cost and you were really allowed only to advance one level per adventure, having any XP left over putting you 1 away from the next level!
Not that every group followed these instructions,
Making Power on the Fly
I talked about the 1e to 4e conversion in the previous post and noted the lack of power in the monsters besides their basic attacks. One of the aspects of 4e is the ability of DM's to create with monsters abilities they think would be a great challenges or story elements. I personally follow a more story aspect in DMing, as I am not a great strategist. So here are some on-the fly abilities I can apply to my monsters that require no real extra designing *i.e I am not
I was greatly influenced by the 1 page free game Searchers of the Unknown which premise was to create and play characters the same as monster stats for the purpose of playing 1e modules. I was nostalgic in the old days when a monster stat was two or three lines rather than a mountain of information, and in 4e, a table of information that took up space.
Using AD&D stat blocks for 4e monsters
The point of this exercise is to allow a DM to use a 1e module to play a 4e game