I'll start by saying that while I have Descent with WoD and ToI expansions (I also have RtL), I've only played vanilla Descent and then about 3-4 times. I'd like to incorporate the expansions into future games (and possibly purchase AoD as well), but I keep reading that the expansions (espcially AoD and WoD) as well as the scenarios that they include make the game vastly lop-sided in favor of the overlord, which would make it not fun for the hero players. I'd like to hear suggestions on how to improve the balance back into the range of 50/50. Here's what I've come up with so far:
What are the problems:
1. Treachery cards make overlord more powerful without giving anything to the heroes to balance that
2. Depending on dungeon design, it is often too easy for the overlord to swarm the heroes with monsters
3. Dark relics (from AoD) basically force a hero to die or remain useless
4. Dark glyphs (also AoD) are too powerful (especially the one that doesn't work as a glyph)
Here are my proposed solutions:
1. Use the new Feat cards introduced in ToI to balance Treachery cards (is that enough?)
2. Use the spawning rules from RtL to prevent the overlord from spawning tons of monsters (maybe reset the marker for every new revealed area, and then 15 threat for the overlord to flip it otherwise)
3. Either don't use dark relics, or treat them as effect tokens and have the hero roll a power die each turn - surge means he can drop the relic. I like the 2nd version better, since the idea of dark relics (i.e. crappy items you can't drop) is a good one and reminds of Nethack
4. Don't use Dark glyphs
I'd like really like to hear from some experience Descent players whether these ideas are sufficient and what other suggestions there are to balance the game.