I still class myself as fairly new to Descent. I first played it about 2 years ago, but have only ever played it 6 times without RtL (and then only the first 2 quests from JitD), and now we are 5 sessions into RtL.
There are so many house rules out there for the game that intially I swamped myself with them thinking I need to use them all to make the game better. Then I went away from that and started trying to play it out of the book.
However, there are some things which I think need changing and from reading lots of other threads about it, I am tempted to.
So, what this thread is for is for people to help me make that decision, preferably by saying "Yes you should introduce that rule, and this is why", or also equally important is to say to me "No, dont introduce it - and this is why"
So - my first one. Soaring.
There is lots about this in the FAQ but neither me or my players are happy with them. The main one is Soar blocking LOS and movement. Our house rule was going to be that it does NOT block LOS and movement, but that a figure cannot stop on a space underneath it. This is assuming the creature is soaring, because as per the rules, it can choose to "land" in order to benefit from terrain.
The other thing is if a soaring creature is behind terrain which would block LOS - I'm pretty sure that it still should.
Large Creatures and Water
This just seems completely wrong. However, the whole concept of water in Descent is a bit silly. They needed some piece of terrain which blocks movement but not LOS and came up with water. I cant think of anything better myself, but it may have been better not to have one at all than come up with this "dangerous water"
I guess the rules for large creatures not being able to cross water is in line with normal figures not being able to jump over it, so I couldnt really change one without changing the other. I guess the only thing is to keep thinking about water like rubble except that it doesnt block LOS.
Blast and Shadowcloak
According to the rules, the actual source of the attack has to come from an adjacent space, so in order to hit a creature with shadowcloak when using blast, unless you want to be affected by the attack yourself, you have to target a space that is adjacent to the foe but not yourself. To me, this is abusing the rules as written and seems completely wrong. So I was going to house rule that you couldnt do that. I know this doesnt happen a lot.
Gauntlet / Bow combo
I dont have the details at hand, but there is an infinite combo you can get with some gauntlets and a magic bow. This should be fixed officially in my opinion, but until it does, something else should be put in place. Something like the gauntlets only being used once per turn.
Crushing Blow in RtL
So many postings about this. A lot of actually removed the card from the game because it is so unbalancing. I'm on week 15 of my first campaign and I'm considering buying a point in treachery just to buy this card because I need to get rid of some "broken" items that my players have. So for me, I need it to attempt to rebalance the campaign in my favour. Should the card be removed for RtL? Should it be recosted (either in terms of threat or treachery?) Also, items destroyed by it go back into the treasure pile to be found again (possibly) later on, which seems completely wrong. "Oh no, you destroyed the Magic Bow of which there are only 1. But wait, here it is again."
Skill availability in RtL
I've probably been more affected by this than others, but certain combinations of skills / characters give the heroes such a boost at the start of a campaign that it can be pretty much decided right from the start. Whilst this also happens in vanilla descent, I'm happy to play a 6 hour game where the heroes had a lucky combo of stuff, but when you get lucky at the start of a campaign - you then either abandon the game (not great), or sit though 100+ hours of gaming and the end result is what you thought it would be at the start.
Are certain skills just a bit too good for heroes to start with that they should be removed from the deck on initial pick. I'm thinking of the ones which are only available at the secret training areas. Surely they were put in these locations because that meant the heroes had to travel far to get them?
Boggs / Kirga in RtL
I've not used Boggs or Kirga yet in RtL, but I keep seeing posts that it is a bit broken