Hello fellow house-rulers,
I have recently started adapting the WFRP 1st Edition adventure Fear the Worst for my campaign, and stumbled through the traps in the cellar making it up as I went along, because I prepared badly and didn't think about the fact that there are no rules in WFRP3 for traps.
This got me thinking about traps and rules for them, and I've come up with a kind of house rule for traps, and a concept for trap cards. The details are on my blog. The idea behind the traps is here and an example card is here . The basic idea is to make "trap cards" which provide a disarm action on one side, and a saving-throw-style action on the other, with failure lines instead of success lines.
I'd really appreciate any opinions more experienced GMs than me have about this idea.
I also came up with a way of setting up random encounters and camp-building using a type of skill challenge. I think this method allows GMs to set random encounters, but gives the PCs the ability to avoid them or control how serious they are, and avoids the sense of the Warhammer wilderness as a menagerie like D&D.
If any readers have opinions about these house rules, I'd love to hear them.