there is 1 thing I find very disturbing! Hero's can't die! like ever!
I can certainly understand your position. Particularly if you come from an RPG background, the whole no dying thing might seem odd. There's a reason for it, however, and the reason is because the game's balance is very swingy depending on the number of heroes playing. 2 heroes is hard on the heroes, 3 is better, 4 can sometimes be hard on the OL if he's inexperienced. The reason heroes never die is to keep the number of heroes playing constant, so the number of monsters can also remain constant.
If you allow heroes to die and not be replaced, the game balance will quickly swing in the OL's favour, especially if you leave monster groups at the original hero count values. So, whatever house rule you use, it would be best if it allowed for a constant number of heroes to be in play at a time.
1. Hero's get life points at the start of a campaign. after each knockdown they will lose 1. after they have lost all points the will die. Lets say they start with 4 points. (since i have no experience in playing the game, I dont know is this is the right amount of life points! please give your opinions!)
Hardcore mode. The heroes probably won't make it to Act II, especially if this is their first time playing. Newbie heroes tend to get KO'd A LOT, until they figure out how to play well.
2. After completing a quest players can buy life points, lets say 2 lifepoints per 25 gold with a max of 4 points total? (again opinions plz!)
25 gold for 2 Life Points is pretty cheap. The heroes probably wouldn't have too much difficulty keeping their Life Points topped off between quests, which means you're effectively playing by the Rules As Written (as long as heroes don't get KO'd 4 times per quest) and just syphoning off a little extra gold for no reason. On the other hand, it also means that buying Life Points won't dig too much into their bankroll for buying gear, and that's probably a good thing.
3. AND/OR:When a hero does not have any life remaining, the other hero's in play can travel to a unique location on the campaignboard and go to a healer to revive the fallen hero for like 100 gold? The hero will be revived with start with 2 lifepoints.
4. AND/OR: When a hero has fallen, the other players can recruit a new hero at the city (not the fallen ones ofcourse!)? for like 100 gold? maybe starting with less xp and items, or just at the same level as the other hero's. Again opinions plz!
The effectiveness of both of these house rules depends on whether or not the heroes are allowed to go resurrect/hire new heroes in the middle of a quest or not.
If they are allowed to go in the middle of a quest, you'll have to introduce more house rules concerning leaving the map and traveling on the campaign map in the middle of a quest. The core rules don't really allow for that. You'll also have to find a way to explain why heroes who are on the campaign map can cover ten times as much distance in the same amount of time as heroes on the map. If you care about "logic" that is - and I'm assuming you do if the whole no death thing is that big of a deal.
If they aren't allowed to leave the map in the middle of a quest to replace fallen heroes then things will be very hard for them. The quests that are already leaning in favour of the OL will be shut outs and the ones leaning in favour of the heroes will depend on how quickly they start losing members. If the Overlord player is playing for keeps, he'll probably target the squishy heroes like there's no tomorrow. The Overlord will end up winning more than his share of the quests in general, which means he'll be in the driver's seat for which quest to pick next most of the time.
What do you guys think of these suggestions? wich ones are good and wich ones are bad? Furthermore, do you have any other suggestions on this matter or maybe suggestions on changing my rules?
I don't really have any better ideas, but I wish you all the best. Let us know how your house rule experiments go in this regard, because I honestly wouldn't mind finding a good variant that allows for hero death without breaking the game. I'm just too lazy to sit down and figure such a varaint out myself, since it involved messing with a number of the founding principles of the game engine.
Please don't say just try the game with the normal rules, since I am sure on the fact that me and my group will dislike this! We love some good tention and we are not affraid to die in game! haha!
Far be it from me to tell someone else how to play any game. That said, if you ever decide to try playing it by RAW, you may find it's not as bad as you think. Descent isn't an RPG, it's a tactical combat game in a fantasy setting. The story is there, but it's secondary to the hack and slash mechanics.
Anyway, best of luck