Traps and Random Encounters in WFRP3

By faustusnotes, in WFRP House Rules

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.

I like the concept of the Trap cards. The only thing I might consider is adding some lines for partial success at avoiding the trap; were I to roll two Boons and a Sigmar's Comet while also getting one Challenge, it would be nice to have the effects lessened. The GM can rule on this on the fly of course.

On the disarm side, you might also have a situation in which a player rolls multiple Hammers, but also the two Banes or even a Chaos Star. In that case, which takes precidence? I would assume the disarmament; but changing the Star or Bane to less definitive results such as taking some wounds regardless of the success, or something similar, might work fine.

I'm going to think about this more; I'd almost prefer to eliminate the Disarm side and make trap disarmament a distinct action card, putting a back on the trap card which would allow you to randomize the traps in a deck format if you wished.

I love the trap card idea and will be using it on saturday :)

badgertheking, I'm glad you like them. I got the original idea from a Japanese dungeon-exploring game, Make You Kingdom , which has several pages of trap cards. They're not detachable from the book itself but obviously intended as cards.

Darrett, thanks for the comments. I did think about boons for the resist trap side, but I couldn't think of a good result. Maybe reduced damage or double armour soak - I think it would depend on the trap.

I thought of making separate trap and disarm trap cards, as well, because a lot of this activity will happen in rally turns when people are still in a stance and some traps might be better suited to conservative or reckless-stanced situations. But WFRP3 is already so thick with cards that I thought it might be a good idea to avoid that. Ideally trap cards would be like item cards and disarm cards would have two sides, and be an action that a thief purchases.

Note that there's a new skill in the card, "Disarm Trap". If you introduce action cards like disarm trap or set trap, and then also the general skill of making traps, you have an advanced skill that's of use to thieves, tomb robbers and the like. I am going to introduce this concept to my gaming group, I think.

Another option of course is to treat trap disarming as a general skill and wing it as you go, rather than having a disarm side for every trap. I'm not yet familiar enough with this system to wing it, and I find when I wing it in WFRP3 I can be quite dangerous for the players...

Have any of you purchased Grimtooth's Traps? Worth the money?

I'd like to make a WFRP Tomb of Horrors. demonio.gif