Well there we go I'll put down my ideas on this thread if anyone ever wants to use them. Basically I'm sat here in my truck with my lap top on my steering wheel with nothing to do apart from sit here and earn £45 an hour.
Combat dice:The combat dice are unbalanced with 6 sides, 3 skulls, 2 white shields, and 1 black shield, Morcar / Zargon always loses his men, and almost never has any chance to defend. Mathematically speaking for every one combat dice rolled by a hero, Zargon will need 3 dice to have an equal chance of defending. Consider changing the dice. Skulls still mean attack, both Zargon and the heroes defend on white shields, and use black shields as a critical hits. If your attacking and need skulls, and you roll a black shield then the black shield counts as 2 skulls, if your defending and need white shields but roll a black one the black shield counts as two white shields. It makes things much more balanced and fun. It also means monsters aren't always cannon fodder.
Searching and Treasure cards.At the END of a heroes turn they must now draw one treasure card, you no longer search for treasure, basically this works like an alien event card in Space Crusade. Monster in the room or not, they just draw a card.
If you have a lot of treasure cards then consider changing them a bit. In our deck we use 25 gold cards, 25 wandering monsters, 25 potions and 25 trap cards. Shuffle them up and basically at the end of a heroes go they have to draw a card. It's a 50/50 chance of being positive (gold or potion) or negative (wandering monster or trap).
If / when a character says search now it's simply for traps and secret doors.
Weapons, and shields:You always have a weapon in your main hand, but in your other hand you can either hold a Shield or Orcs Bane. Orcs Bane is a totally useless card and in my experience has never been used properly in a game of HeroQuest. A Barbarian starts with 3 attack dice, the Dwarf and Elf with two dice, so why would anyone really need an Orcs bane?
As we have multiple sets of cards then standard attacking set up for our heroes is a Spirit Blade in the main hand and an Orcs Bane in the off hand. Giving five dice to attack, (6 against undead). After the first attack, if there is an Orc in an adjacent square that can be attacked as the Orcs Bane attack.
Diagonal attacks: This is a rule from my childhood days, any time a monster is attacked diagonally i.e. with a staff or spear then the defending monster rolls one less dice in defense. This is actually a rule from the Blood angels faction in Space Crusade but is fun in Heroquest too.
Movement dice and Artifact cards / Quest Treasures:One you have completed the initial quests and go into the expansions it's likely at some point in the future that Heroes will die. Once lost Artifacts like the Spirit Blade and Borins Armor are gone from the game. The way we work around this is if any player rolls a double on the movement dice they are allowed to select a Artifact card from the pile provided it's already been discovered in a past quest. This is also a nice way of adding in other kinds of Artifacts like the Thunder Gods Belt, or the Wand of Galimatas for example.
I had the idea but couldn't reationalise it within the context of the game, until our 10 year old told us that Mentor opens port hole and sends us the items to help us on our quests.
You will find that within a few quests your heroes will have all the Artifacts they need and the double roll basically becomes pointless.
In this artifact pile I have also included a printed out 300 gold coins treasure card from the Elf Expansion, and as we have no spell caster for the original element spells I also included the Genie card. So basically they can find an Artifact, 300 gold coins, or they get lucky and find a Genie (Genie's lamp). The Genie does what it says it can do on the UK card, open any door and reveal any room on the board, attack any monster anywhere on the board, or in our own game can heal 4 body points on any hero anywhere on the board. If your playing the game with children you will find they do love the Genie!

We have 9 Genie cards in total but no one can hold more than one at a time.
At the end of each quest:We have a use it or lose it policy when it comes to potions, if you get one when searching you use it on this quest or lose it at the end as it goes back into the treasure card pile. If you don't do this you find you get a huge build up of cards and the Heroes have no idea what they have.