Hi folks, I'm new to Descent and enjoying playing it. However being a Virgo I want to know all I can about the game so I've been reading through the forums to see how others have addressed play balance issues. It seems there are a number of peeps out there who have their own rules that modify the game, so this is an attempt to see which 'house rules' are popular amongst players.
Here are a few that I have been playing (with acknowledgement to Christopher Park).
All monsters have the same activation actions as heroes. However they don't get the benefits of spending fatigue that heroes do. I use coins to represent any orders laid down for the monsters. The rest order will restore 1 life to a wounded monster at the end of the same turn it was placed as long as it isn't hit by a guard attack. (making it wait for the next turn is kind of useless, they just don't seem to live that long... )
As a consequence, dodge and aim threat cards always get swapped out for treachery.
When a new area is first revealed, the OL can pay 5 threat to retrospectively add an order to a revealed monster. The OL does this before the heroes continue their move.
Surges rolled by the OL can add damage or range on a 2 for 1 basis, or they can still be used to gain threat. If an attack actually takes life from a hero, surges can also be used to add life to any one monster in LOS of the hit, again on a 2 for 1 basis - a kind of moral boost for the bad guys if you like.
With all of these extra options available to the OL, I limit the number of cards held by the OL to 4.
Bane spiders apart from being psychologically icky are not much chop. So I've given them the ability to spin web outside of an attack. The web can be left on any space the spider passes over or is adjacent to in turn. The spider can generate 1 web token per half action. The web blocks LOS, arrests movement for anything that can't fly and isn't a Bane spider, and takes 1 damage to destroy 1 token. It can be destroyed by melee weapons or by attacks that can reasonably be considered explosive or temperature attacks. A successful heat or cold attack will destroy the web tokens in the targetted space and any web in spaces connected to it, cascading outwards. If a web is destroyed by heat, any monster or hero in it receives burn tokens equal to the number of web tokens it is on. An unwebbed hero can free a webbed hero by destroying the web as above. A webbed hero cannot make any of the above attacks. This makes Bane spiders different and fun, able to create spawning chambers, lay a new kind of trap on spaces heroes need to jump to, burying treasure chests a few squares deep in web, and oh what fun when they web up a long corridor that itches for a boulder...
Razorwings (both normal and master) are also a nuisance monster, so I've made them a little more annoying by giving them a permanent dodge ability.
So what do you all out there do? Perhaps if there is a commonly applied change to the game, it might influence FFG to alter the official rules.