Modern D&D is sometimes accused of turning PCs' into "superheroes".
I have been accused of similar transgressions for daring to add feats to my OSR games.
"Hero, not Superhero", from Matt Finch's primer, is a popular motto.
Of course, you cannot take it at face value - "superhero" PCs were in Chainmail, even BEFORE D&D (they are roughly equivalent to 8th-level fighters).
Likewise, a 8th-level magic-user can fly, cast fireballs, turn himself and other into frogs, etc. Clerics can raise the dead by this point!
Finch says PCs become Batman, but not Superman (he must be referring to fighters - not even Superman can turn people into frogs or raise the dead. Also, Batman is a superhero. But I digress).
Maybe Iron Man might be a better example.
AD&D PCs, even fighters, become spectacularly powerful due to their equipment.
The problem starts on level one. As @ericbabe noticed, in "Lord of Darkness", a classic AD&D module:
For defeating 12 skeletons and a 5-hp crazy woman the first level party earns:- a ring of invisibility- a ring of feather falling- two maces +1- 800 gp
I noticed a similar (but less extreme) pattern when running classics module in my own campaign.
It is difficult to have a precise measure of a high-level PC's power, since so much depends on which modules you run and how well the players do.
The DMG has some guidelines on creating high-level PCs in Appendix P. The rules are generous, albeit not as generous as the example above. For example, a 2nd level PC has only 20% chance of having a +1 magic weapon, plus 30% chance of magic chain armor.
I would guess reality is much more plentiful for surviving PCs, not only using published modules but also using the random item tables from the same book (the 1e DMG). Gygax himself recommend GMs to limit the number of magic items found, IIRC.
There is an easier way to analyse high-level AD&D PCs, however: using the pre-generated characters from classic modules. There is a great compilation in Dragonsfoot.
Let's look at some examples:
The A series has level 4-6 PCs with +1 or +2 weapons and armor, plus some potions and scrolls. Looks reasonable to me.
In the D series, we have PCs from varied levels (around 7-10). Now each PC has several magic items, usually AT LEAST +2 weapon and +2 armor, and we start to see negative ACs.
In the G series, PCs are around level 10-12. There is a level 14 fighter ("Frush") with 104 HP and -5 AC, and a level 12 cleric with -1 AC. The Level 9 Dwarf Fighter has AC 0, a Dwarven Hammer +3, Ring of Invisibility, Boots of Striding and Springing, among other things.
[There are also a few intelligent swords int here. They allow fighters to cast magic spells.]
These PCs would win against an army of OGRES, and I mean that quite literally: even Frush by himself can easily defeat one hundred of them if only ten can attack at once.
Now, I have never seem -5 AC in any of my games. That is because, despite using feats, I am not as generous with magic items.
How about other editions?
I think B/X might be slightly better less generous in this regard. You can play with this cool generator to see for yourself. I wont say this is ideal because I think B/X fighters are too weak and you shouldn't nerf them.
I am not sure about others; I remember 4e giving away lots of magic items but in hindsight maybe it is not that different from other editions.
Old-school players sometimes complain about "HP inflation" which is kinda true, but nobody talks about magic item inflation.
This is from Xanathar's (5e):
While this sounds even more extreme than Appendix P, I think it is likely that some AD&D PCs might get even more using random treasure, and definitely a lot more if they get a few magic items for every dozen skeletons they face (OTOH, if they also get 800 gp, they'll level up quickly...).
I must say I'm not a fan of having that many magic items.
When I think of Conan, Fafhrd or John Carter, I think of characters who are heroic (or even superheroic?) because of their own prowess, not because they carry many magic items.
[One noticeable exception is Moorcock's characters, who do get several].
That's why I prefer feats. And they can be very simple: just give a PC "+1 to swords" instead of a "sword +1", or "+3 block" instead of a "shield +3". Like magic items, feats can be distributed randomly if you want.
In short, even old-school PCs can become superheroes with amazing power. They also have their "builds" and "powers" that they create with magic items. Whether you want these powers to be intrinsic, extrinsic, or both, is up to the DM, who will decide what is best for his style.
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