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<blockquote data-quote="Tormyr" data-source="post: 7091851" data-attributes="member: 6776887"><p>I am going to confess that I got a bit lost in all of the rounds. Giving different cards and skipping an ante for high Int seems...odd since giving everyone the same scenario is key to (a fair game of ) poker. Every is dealt the same number of cards and everyone antes up.</p><p></p><p>If I was doing 5e 5-card draw, I would include the luck of the draw, strategy, psychological warfare, and cheating portions.</p><p></p><p>Luck of the draw - a d20 roll made at disadvantage to simulate the strength of the original draw</p><p></p><p>Strategy - an optional Intelligence (Playing Cards) check made at disadvantage to simulate discarding and drawing one or more new cards. The character with high Int, proficiency in playing cards, or both will generally have the second roll be higher, but sometimes it could still be lower. A character that rolled 5 on the first roll and 11 on the second roll would have a hand strength of 8. Disadvantage simulates that it is easier to have a hand of nothing than a straight flush, and strategy helps a bit, but it is difficult to get exactly what you want when exchanging cards. Someone who rolls double 20's with disadvantage would probably not want to draw cards in the second round because it could easily get worse.</p><p></p><p>Psychological warfare - Charisma (Deception) based (or possibly Charisma (Persuasion) ) to set/alter the perception of the strength of your hand. Generally, PCs should be doing the rolling, so the NPCs set the DC based on their passive Wisdom (Insight). If the NPC is bluffing it sets the DC with its passive Charisma (Deception) and the PCs roll Wisdom (Insight).</p><p></p><p>Cheating - Add a die (probably a d4) to the current result (either after first draw or the average of the first draw and second draw). PC rolls the die against an NPC's passive check. Dexterity (Sleight of Hand) vs Wisdom (Insight) (or Wisdom (Perception))</p><p></p><p>So the phases would be:</p><p>Ante</p><p>Draw</p><p>Cheat - Optional</p><p>Bluff - Optional</p><p>Fold - Optional</p><p>Bet</p><p>Draw - Optional</p><p>Cheat - Optional</p><p>Bluff - Optional</p><p>Fold - Optional</p><p>Bet</p><p>Resolve</p><p></p><p>The character with the best result who is still in the game wins. The idea here is not to perfectly represent poker but give a general simulation that relies on the randomness of chance while applying the relevant skills. If the players only play against NPCs, the die rolls can be in the open. Playing against each other, you need a group that won't metagame or they might need to hide the individual "draw" rolls.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7091851, member: 6776887"] I am going to confess that I got a bit lost in all of the rounds. Giving different cards and skipping an ante for high Int seems...odd since giving everyone the same scenario is key to (a fair game of ) poker. Every is dealt the same number of cards and everyone antes up. If I was doing 5e 5-card draw, I would include the luck of the draw, strategy, psychological warfare, and cheating portions. Luck of the draw - a d20 roll made at disadvantage to simulate the strength of the original draw Strategy - an optional Intelligence (Playing Cards) check made at disadvantage to simulate discarding and drawing one or more new cards. The character with high Int, proficiency in playing cards, or both will generally have the second roll be higher, but sometimes it could still be lower. A character that rolled 5 on the first roll and 11 on the second roll would have a hand strength of 8. Disadvantage simulates that it is easier to have a hand of nothing than a straight flush, and strategy helps a bit, but it is difficult to get exactly what you want when exchanging cards. Someone who rolls double 20's with disadvantage would probably not want to draw cards in the second round because it could easily get worse. Psychological warfare - Charisma (Deception) based (or possibly Charisma (Persuasion) ) to set/alter the perception of the strength of your hand. Generally, PCs should be doing the rolling, so the NPCs set the DC based on their passive Wisdom (Insight). If the NPC is bluffing it sets the DC with its passive Charisma (Deception) and the PCs roll Wisdom (Insight). Cheating - Add a die (probably a d4) to the current result (either after first draw or the average of the first draw and second draw). PC rolls the die against an NPC's passive check. Dexterity (Sleight of Hand) vs Wisdom (Insight) (or Wisdom (Perception)) So the phases would be: Ante Draw Cheat - Optional Bluff - Optional Fold - Optional Bet Draw - Optional Cheat - Optional Bluff - Optional Fold - Optional Bet Resolve The character with the best result who is still in the game wins. The idea here is not to perfectly represent poker but give a general simulation that relies on the randomness of chance while applying the relevant skills. If the players only play against NPCs, the die rolls can be in the open. Playing against each other, you need a group that won't metagame or they might need to hide the individual "draw" rolls. [/QUOTE]
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