I came up with some ideas to make one or two heroes games playable and fairly balanced, without doing too much work in modifying the game. I post them here, not in "Descent home-brews", because they are just rough ideas, not a polished and tested systems, and I just wanted to hear if other Descent players thought they could work or if there is some crucial error in my reasoning.
I know that I can still play four players game, anyway I just wanted to have fun in finding some way to make one or two heroes game reasonable. Also, with just two heroes, book keeping and equipment management take away less time, and multiclass become more useful, so this kind of game could appeal to someone.
These rules are based on two key concepts:
1. Four heroes games are more or less balanced (I think the majority of Descent players think this).
2. Insted of making the monsters weaker, make the heroes stronger.
The following rules apply to two heroes game. It is still possible to apply them to solo games with some simple scaling. They are instead difficult to apply to three player games (which, anyway, are already reasonably balanced the way it is).
Wounds, fatigue and conquest points
Heroes get double wounds and fatigue. When they are killed the party loses double conquest points.
Healing potions work normally, vitality potions allow to only recover half of the total fatigue.
Example: Mordrog starts with 32 wounds and 6 fatigue. When he is killed the party loses 8 CPs.
Notes: the increased wounds allow the reduced party to sustain the same amount of punishment of a full party. The extra fatigue allows to trigger skills more often, and it comes in handy with the modified action rules explained later. Extra CPs are a way to balance everything, since killing a hero in a two players games is like killing two heroes in a four players game.
Actions
Each hero gets two actions when activated. The first action is declared and resolved, than the second action is declared and resolved, than the other hero's turn begins.
Skills and abilities that are triggered when a specific action is taken work normally, and can be activated multiple times in a turn. Example: Mordrog has the knight skill. If he takes two battle action he can trigger it two times, one time at the end of each action, by spending one FP each time.
A hero is limited to two movement half action per activation, regardless of the number of actions. So a hero cannot run two times, or run and advance, but still he can run and battle, or advance two times.
MPs that are unused during the first action are taken over to the second action (that is to say, when the hero takes a movement half-action he gets MPs for the entire activation, not just for the current action), while attacks that are not used are wasted. Orders may be placed at any moment, even at the end of the heroes turn (so, for example, a hero could take an order action and then a run action, and place an aim order after the movement).
A hero may place multple orders. He may also have multiple orders of the same type, with the exception of dodge orders. Rest orders allow to recover only half fatigue (for example, Mordrog would only recover 3 fatigue, even if his total fatigue is 6). When the hero is wounded and has multiple orders that are removed by wounds, only one of this is removed, chosen by the Overlord. All others conditions removes all susceptible orders.
A hero may drink two potions in a turn.
Notes: these rules allow the reduced party to have the same attack rate and the same "guard capacity" of a full party. The movement limit is necessary to prevent the heroes from sprinting through the dungeon in a few turns.
Line of sight
Each hero as a special "familiar", which works just like Boggs the Rat.
Notes: this rules allows the reduced party to have roughly the same LoS covering of a full party.
All other rules remain the same. So, no extra money, treasures or skills, for example. I was wondering if any has some idea, and thinks this system is broken some way. I didn't think too much about it so it is perfectly possible. I'm especially doubtfult about the actions part.