So, last night I tried two house rules in the game.
In short these are:
1) Fate could be re-gen once per encounter vice per session
2) What is affectionately known as the Mooks rule
In the session we had two encounters. In retrospect, it should have been a single encounter given the nature of the crisis, but since I wanted to test out the fate mechanic, I let slide. Things I learned and will modify.
- When last bad guy drops, the encounter is over, no spending any unused Fate to gain HP back. I may allow one more 'round' to allow players to spend 1 Fate to get back the 1D5. I did allow folks to use two at the end, and then regen. I think that was a bit excessive in the acolytes favor.
- I already stated. Make sure your encounters are truly separate. In this one the acolytes went from one battle to another with no down time since they ran over to the bridge to save the day. I might make it a '30 min game time rule'...
Mooks. By and large I was happy with this set up. I explain how it went here: http://www.fantasyflightgames.com/ffgforums/posts/list/0/9079.page#177461. I like the cinematic approach with hordes of bad guys and the Mook rule actually help achieve that. I ran it straight 40K style, I would have been limited to 1 'Ard Boy and maybe 4-6 'Boyz with a six person, well kitted, team.