I've recently started a Descent JITD game using Christopher Park's ideas for speed and balance as a basis. You can find his stuff here:
http://www.christophermpark.com/descent.php
There are a few changes to those rules that I am trying out:
The OL starts with 5 threat and 2 cards. and I'm limiting the OL's hand to 4 cards and keeping the single spawn per area rule from Christopher's work.
The OL can use 5 threat to declare an interrupt action (either move or attack) for any monster on the board in a new area when it is first revealed, one interrupt action per monster if the OL is spending up bigtime.
As per Christopher's rules, the OL can use 2 surges for 1 damage or range, or 2 surges for 2 life recovered.
It doesn't seem logical to me that a single hero can open a chest while there are monsters about, and suddenly the scabbards and packs of each hero where-ever they are are filled with good cheer, so if there is a monster loose in the area (by which I mean could actually get to the chest) then only the hero who opened it gets an item. The players all draw their cards (and 1 extra) and decide who's going to get what and which one whill be shuffled back in, but only the player who opened it can TAKE the item. The other items are still in the chest waiting for the other heroes to pick them up.
If no monster can get to the chest then any trap effects are resolved, the players divvy up the loot and have a town trip.
I'm toying with the idea that the curses within chests are not extra threats, instead they add power dice to each and every monster's attack from that point on. So if the chest had 2 curses, then all monsters from that point have 2 power dice extra (NOT per hero). With the ability to use surges for healing, range or damage as well as for threat, the OL has more options and the more chests opened, the more powerful the monsters get.
And on the sticky question of breaking a web, I'm having them resolve the webs one at a time, and the first failure binds them, whilst still using the RtL rule that melee power dice count. So a hero with 1 dice in melee would roll 2 power dice for the 1st web token, and having broken that, roll 2 dice for the second, and failing, be unable to even roll for the 3rd web token in that round.