My group digs RtL, but we miss playing the big dungeons, and prefer the dungeon crawling aspect of Descent to any other. Therefore we've been kicking around a mod/variant idea and wanted some feedback; it's based on the idea of the basic campaign rules, but allows for more persistence in the heroes from dungeon to dungeon, and attempts to balance the OL with that.
The rules so far;
Goal: To create a well tuned mix of Descent and its expansions, including elements of RtL, that allows both the heroes and the overlord characters to advance throughout a series of dungeons while ignoring the broader themed elements that RtL introduces that do not involve dungeon crawling.
Victory Conditions: The goal for both the heroes and the overlord is to score more wins in a series of games that last a predetermined length, usually the length of one expansion set.
Basic Advancement Concpet: Each player is allowed to keep one Advancement they have acquired from a previous dungeon and list it on their character sheet. When an Advancement is marked in this way it becomes permanent, resetting with the character at the beginning of each dungeon.
Hero Advancement: Each hero character can make one of the following things permanent at the end of each dungeon in which they win: Any one equipment card, subject to normal carrying/pack conditions; any one skill; any one die upgrade; any health or fatigue upgrade, subject to the limit described in basic RtL. All feat cards and potions are traded in for an additional 25 gold each at the end of a dungeon in which the heroes win. In the event that the heroes lose a dungeon, they retain their entire character's inventory, save for regaining any lost permanent items. The heroes may choose to redraw any non-permanent skills after a loss as well. After any dungeon, whether won or lost, the heroes always get the starting amount of gold added to their character for the new dungeon as well. Note that permanent items may still be the target of Crushing Blow, but this does not stop the item from returning at the beginning of the next dungeon, provided the hero had made it permanent in a previous dungeon.
Starting Skills: A hero retains their full complement of starting skills to draw from, and may choose which skill(s) is/are added to their character each level, provided they do not exceed the characters normal starting limits. This means if a normal character (other than Karnon or Arvel) has two skills listed as permanent, they draw their drawing hand, may replace one, then pick from the three skills which to add as their third skill. (provided it does not break their template). Example: Jaes has made one Fighting and one Wizardy skill permanent. When he draws his hand at the beginning of a new dungeon, he cannot take the fighting skill, because it would push him beyond his normal starting capacity. He may draw his third skill from the two available Wizardry, however.
Overloard Advancement: The overlord advances by retaining one power card in play after any dungeon in which the heroes win. In addition, for every conquest the heroes have at the end of a dungeon they win, the overlord gets one additional threat to start the next level with. If the overlord makes a treachery power card permanent, it no longer counts against the overlord's treachery totals. Treachery resets after every level the heroes win, but the OL must keep the same deck if the heroes lose. In the event that the campaign is scheduled to last more games than the amount of power cards the overlord can possibly bring into play, the overlord can start the game with +2 cards in hand per advancement after all power cards are in play.
Basic Rules: Unless noted, the rules from the base game take precedence where conflicts between RtL and the base game rules occur.
Town Turns: Glyphs and the act of taking a "town turn" occur as per RtL, with the heroes needing to start near a glyph prior to using it, and the turn in town taking an entire turn. The "town turn" occurs slightly differently however. At the start of each town turn, roll a power die - on a power enhancement pull one copper treasure, on a surge pull one silver, and on a blank pull one gold. This is what is available the entire turn (any hero in town may access this item if they like throughout the turn, paying its normal market cost to acquire it). Each hero in town rolls once for searching the market. At the end of the turn the market is reset. After the market has been decided, A hero can attempt all or none of the following actions: visit the Alchemist, visit the Temple, visit the Training ground. For each action the hero attempts, roll a power die, on a surge the action is not available to that hero this turn.
Alchemist: On a successful trip to the Alchemist, roll a further power die to determine stock available for this turn (this stock is available to any hero who shops): on a power enhancement, one potion is available; on a surge or blank, two potions are available.
Temple: On a successful trip to the Temple, a hero may spend 100 gold and roll one power die for each missing wound - on a power enhancement it is restored.
Training Ground: On a successful trip to the Training Ground, a hero may purchase all or none of the following; new black power die (500), upgrade to silver power die (750), upgrade to gold power die (1000) (all subject to normal RtL limits); a health or fatigue upgrade (subject to RtL limits, only one copper, silver, or gold upgrade available to each hero) (500, 750, 1000 in cost); or the hero may buy a new skill from a random draw of skills akin to the starting draw for that hero (and that hero only) - the cost is based on the number of permanent skills the hero has- (750 if none, 1000 if 1, 1250 if 2, 1500 if 3, so forth...) a hero can not buy a skill if they have 5 permanent skills already.
That's the idea in a nutshell, so far. I'm sure there are holes I haven't fleshed out properly, so please give feedback/opinions/etc. The two instant strategies that occurred to us are: heroes keep one gold item, OL keeps Evil Genius from dungeon 1. Both very powerful starts. Unsure as to any balance issues as of yet.