Tricks are usually some sort of trade-off effect or a puzzle that needs to be figured out. Monsters from the Trick's dungeon generally ignore Tricks, but summoned and transported monsters do not ignore Tricks (they require some familiarity with to be immune to).
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Tricks that are illusionary in nature can be "disbelieved" by spending a 0 action and making an Int check. If you attempt to disbelieve something and
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Once you disbelieve or make a save against a Trick, you generally don't have to do it again; you are now immune to that Trick.
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Tricks usually have charges (sometimes Elevators, Gates, and Illusions do not). You can either have a set number of charges, or give the trick a 10% change of suddenly being out charges with each use. In practice, I usually have a trick run out of charges when it becomes tiresome or abusive.
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Tricks cannot be picked up or moved in general, unless the whole room is moved (e.g. Estate Transference). Even if the DM decides they can be picked up, Tricks frequently have an Ego score (1d100 per multiplier).
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Some Tricks (especially the DMG1 ones) do not have exact game effects; the precise amount of damage or whatever should vary by DL and the importance of the Trick to the DM anyway. Sometimes a Trick is a throwaway point resolved with one Remove Tricks roll, sometimes it's an important component of the dungeon. Because of this, this list of Tricks are just general ideas to spark the DM's imagination. If nothing comes to mind during play, you can roll twice on the table and create a combination Trick using two results (this is almost always enough to spark my imagination, even when it's 2 AM and I'm fatigued from running D&D all night!).
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If not given, the physical form a Trick has can be rolled on the following table:
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Monster Generators:
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Monster Generators have a DL rating, usually starts with the Dungeon Level of the current dungeon.
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They "awaken" if they gain line-of-sight with a player character.
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They summon a monster of their DL rating every segment; the summoned monster is not sick.
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It takes DL*DL*10 dmg (or a Remove Tricks) to reduce the DL rating of a Monster Generator by 1.
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They have AC 0, cannot be backstabbed or overhit, but you can crit on a Monster Generator.
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If a DL I Monster Generator takes 10 dmg (or is Removed Tricks), it is destroyed.
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The total damage to completely destroy a Monster Generator (from full strength all the way down to destroyed) is as follows. This also serves as a quick reference to see what DL a Monster Generator becomes after taking a lot of damage (e.g. a DL VI generator at 910 hp takes 600 dmg, it is now a DL IV generator).
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DL I = 10, DL II = 50, DL III = 140, DL IV = 300, DL V = 550, DL VI = 910, DL VII = 1400, DL VIII = 2040, DL IX = 2850, DL X = 3850
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