Gambling House Rules?

Natural20

First Post
I am in a rogue/thieves guild campaign, and we desperately need some house rules on how to handle gambling for PC's. We have a character who is very interested in gambling and would like to wager large amounts of money, on a regular basis. We really need some quick house rules on how to do this.

Anyone have a system in place like this that we could use?
 
Last edited:

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Sure. Just consider 'Gambling' to be a 'Profession' skill.

(off-screen gambling during PC downtime)
A character with ranks in Profession(Gambling) earns half their check result in gp's for each week spent gambling. Taking a cue from craft skills, you could allow them to earn half their check result in sp's for each evening spent gambling.

(on-screen)
Playing one hand against other pc's/npc's is an opposed Prof(Gambling) check. Highest result wins the pot. Used this way Prof(Gambling) gains a +2 (stackable) synergy bonus if the char has 5 ranks in Bluff or 5 ranks in Sense Motive.

Cheating: Cheater makes a Sleight of Hand check opposed by the Spot check of any observer. If the cheat goes unnoticed, the cheater gains a +5 circumstance bonus to his Prof(Gambling) check.
 



MY FRIENDS' RULES FOR PLAYING POKER IN D&D:
(Warning: This is going to be a little confusing)

Each [poker] player rollls a d% and keeps it secret from the other participants. A DM or nuetral party witnesses and keeps track of the rolls. The lower the hand, the worse it is, and the higher, the better. Each player makes a Bluff check. The DM writes the results down. Now the DM rolls a Sense Motive check for every player. They must beat the sense motive check of a player to transcend their bluff and tell if the hand is good or bad. If check fails, the the bluff was sucessful, and the player who made the sense motive check either believes incorrectly that the hand is either high or low, or cannot descipher the "poker face" of the player and obtains no information. If Mailee got a Bluff roll of 10 and Devis got a Bluff roll of 23, and Krusk got a 15 in Sense Motive, he calls Mailee's bluff and kows her roll is infact high instead of low, but doesn't know Devis' roll is infact low. The DM determines and tells the players the results of their motive sensing. This is all assuming a player is trying to bluff. The rest is essentially played the way you play poker, and betting incriments are decided by the characters.

As for cheating:

Originally posted by me, in some other topic;

Sleight of hand: You can use it to slip hidden aces into your deck. (or in case your characters in some pathological flight of fancy decide to play Go Fish or Bull****, your character can use Sleight of Hand or Hide to stash some of their cards in their attire)

Intelligence: An intelligence check with a relatively high DC would be used to count cards, or if you're so inclined, you can always make an individual skill or feat for it.

And there's always card marking.
 

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