OK, looking for some input on other people's house rules to help balance WoD. I do not want to debate if the OL is OP or not, for our gaming group, the OL dominates in WoD, but was a slight underdog in JitD.
We want to implement rules slowly and ones that make sense until we feel we are around a 50/50 chance for the players. Currently, I would say it is at least a 80/20 OL advantage. So, we started with these minor changes:
1) Web token rolls: Modified so that each web token receives its own # of dice based on the Fibonacci sequence: 1, 1, 2, 3, 5. So, on the 3rd turn of having a web, you get to roll 3 power dice to try and get off just that one particular web. . . . . . . . . . Reason: Back to back games one Hero was locked down for 5 turns in a row with a single web.
2) Hero's are chosen by players, not randomized
3) Skills are determined by drawing double the amount and choosing which you want.
We have played one game with the 3 house rules above and it brought the Hero's much closer to victory. Also, rules 2 &3 really do not change the mechanics of the game, it is just a feeling of getting really lucky with Heroes and stats to start. Does anyone else have some house ideas?
Other ideas we were considering:
a) Overlord may customize deck with treachery cards, but may not remove any cards. In other words, deck is larger and you do not scrap out every aim dodge and gust of wind to create a high spawn, high threat draw deck.
b) If treasure says 1 (whatever), then the group draws one treasure for each hero and then distributes one treasure to each hero as the group sees fit. Eliminating the random draw and subsequent run around to get each other relative gear.
c) Undying triggers once.
I have read that TOI helps the players, but please, based on ownership of JitD and WoD only, I would appreciate any balancing ideas.