Disarming Traps as a free action
As Zargon (or Morcar) Have you asked yourself this question: "Why won't my heroes bother disarming traps??!"
The bottom line is that the cost of an action is *more* costly than any negative consequences--they'd rather take the Body damage penalty of a sprung trap than fork over the time (or money, in the case of buying a tool kit), to attempt to disarm a trap safely.
One simple house rule: I propose making disarming a trap a free action, like opening a door.
1) A trap still must be found before disarming, and any Hero besides the Dwarf still needs to buy a tool kit to properly disarm a trap.
2) This also simplifies the conundrum of a trapped chest. Regardless of the outcome of the disarming attempt, a Hero can take their "search for treasure" action after the free action of disarming, and take the treasure they've earned. (By the book, this would be a 3 action process, search for traps, disarm trap, search for treasure!)
3) With this house rule, it's possible for a hero to begin their turn by searching for traps, then move to the trap, and attempt to disarm that trap, (and even continue moving after that!) all in one single turn.
Conclusion: This keeps the game moving at a nice pace, and still retains the tension of disarming the trap.
I'll give it a test drive during our next quest, and report back
The bottom line is that the cost of an action is *more* costly than any negative consequences--they'd rather take the Body damage penalty of a sprung trap than fork over the time (or money, in the case of buying a tool kit), to attempt to disarm a trap safely.
One simple house rule: I propose making disarming a trap a free action, like opening a door.
1) A trap still must be found before disarming, and any Hero besides the Dwarf still needs to buy a tool kit to properly disarm a trap.
2) This also simplifies the conundrum of a trapped chest. Regardless of the outcome of the disarming attempt, a Hero can take their "search for treasure" action after the free action of disarming, and take the treasure they've earned. (By the book, this would be a 3 action process, search for traps, disarm trap, search for treasure!)
3) With this house rule, it's possible for a hero to begin their turn by searching for traps, then move to the trap, and attempt to disarm that trap, (and even continue moving after that!) all in one single turn.
Conclusion: This keeps the game moving at a nice pace, and still retains the tension of disarming the trap.
I'll give it a test drive during our next quest, and report back

