We started our campaign with the RAW (Rules As Written), but then introduced a number of house rules to overcome perceived deficiencies in the Journey rules and a few minor tweaks elsewhere. Once Francesco's "Journeys Revisited" and "Preliminary Rolls" updates were issued we went back to RAW plus these changes (and all the other "official" changes such as large creature wound / weariness).
By the end of our campaign (when everyone had a combat score of 6) only three house rules remained. They, and the issues they attempted to address, are listed here. They worked well for us, YMMV.
Spending Shadow
Sometimes hope is not enough and heroes must rely on darker urges to succeed. Instead of spending a point of Hope to add an attribute bonus a hero can incur a shadow point to add double an attribute bonus, but must rationalize such an expenditure.
We felt this was a nice way to allow players to have some control / say over when and how they incurred shadow points, and there [rare] use in this manner added a twist to how each story unfolded.Baldac, realizing he is about to lose an archery contest, decides to cheat by distracting the leading contestant as they fire. He wins the contest but gains a shadow point.
Combat Allocation
All foes are allocated at the commencement of each round and if slain are not replaced until the beginning of the next round.
This rule was instigated to get around the feeling that when faced with a large number of foes it didn't matter how many you killed from round to round (i.e. if a party of 5 is faced by 20 Orcs then if each kills an Orc on the first round they will still be faced by 3 Orcs each).
Mighty Blow / Shot
A hero can split his attack among multiple foes by allocating at least two success dice to each, with each roll using its own feat die. Abilities that enable a player to re-roll the feat die must be pre-allocated to a particular roll.
When faced with a large number of considerably weaker foes there just has to be some way of attacking more than one in a round. The minimum of two success dice per attack means there is an added incentive to get to a combat score of 4 (allowing 2 attacks) and 6 (allowing 3).