When i went through the Quest Book, a couple of the quests had me wonder if they were designed under an earlier ruleset or something.
Since I assume you guys have been playing this game way more than I have, I hope that you can give me some clarification into the possible complications of some house rules that I am considering:
1) Houserule: Heroes must stand adjacent to a piece of furniture to include it in a search for treasure

Picture from Lair of the Orc Warlord in the base set.
Placing a trap next to a treasure chest is useless if you can search the whole room standing anywhere you like. The design really seems like the heroes are intended to stand next to the treasure chest. With the above rule in play, the trap would become a factor in the game instead of just sitting in the quest book never to be sprung. I also feel that the furniture would be more actively included in the game and the heroes would have more reason to move around the map. But i am thinking there might be some later treasures that may be unobtainable?
2) Houserule: Heroes cannot pass the same square twice in the same movement action

Picture from the Wizards of Morcar/Zargon magical reference tile
Seeing the rules written as they are, I simply cannot fathom how any hero would ever get hurt by a fireburst trap (unless they only have 1 move left and move into the room, which the heroes in my games really never are supid enough to do). Using the rules from first edition EU - that heroes cannot pass the same square twice - however, would give this trap a possibility of being useful. It also brings more to the table in terms of tactic descisions (see next houserule below).
3) Houserule: Heroes have to move into rooms to see their contents

Picture is from Melar's Maze in the base set.
The above room had me thinking: What would the heroes gain from finding the secret door? As I see it, they would merely gain the advantage of all og them entering the room at once (which would only be possible if the hero that goes first is the one to open it). Combining the proposed houserules 1 and 3, the heroes would gain a tremendous advantage of avoiding three orcs, orcs which really could be considered a downright trap as a hero could not move out again until his next turn effectively taking 2/3 hits.
I really feel that most of the quests were designed with these rules in mind
What are your thoughts on them? Have you played by any of them? Do they bring any complications to the table that I am unaware of as of now?


























