Greyhawk Hold'em, looking for ideas!

Sfounder

First Post
Good Day everyone!

So, some of my players have an itching to also play Texas hold'em. A friend of mine came up with an idea (he na't play D&D anymore now that he's a dad, but still wants in on some action) about playing within the game. His character, an NPC travels aorund the major cities of the Sheldomar valley hosting games. It's a variable Gold Piece buy in, but otherwise the game works the same way.

But I want more! I'd like to somehow incorporate various skills, spells, powers, etc. into the game. Specifically for now I'm looking at Profession: Gambler and Sleight of Hand.

I'm still feeling out how to do this, hence the post looking for ideas and feedback, but here's an example of what I'm thinking:

Profession Gambler: Set various DCs to accomplish some simple things that while not part of the game, help the character play like he's a pro. These would be things like DCs to: bet last. Force someone not to check, etc.

Sleight of Hand: Much trickier due to the fact that simple making a roll or a switch will obviously alert the other players. So I'm thinking about 2 rolls. The first roll gets you a "pool" of extra cards from a different deck. The pool is = your check. You don't get to pick the cards, you just get them. Then anytime you want to switch, you make a skill check v. the others' Spot checks. If they beat you, you can't make the switch. If they beat you by 5+ they remove that card from your pool before you can make the switch.

I'm looking for additional ideas, feedback, critics, anecdotes, etc. So please share!
 

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first pass

No Limit Greyhawk Hold’em

The game plays just as normal Texas Hold’em, but with some in-game benefits and alterations. These come from the use of the various skills associated with the game.


Appraise/Bardic Knowledge: If a player or NPC wishes to bet something other than standard coins (e.g. a map of the Sunless Citadel, or a jeweled dagger) the DM will roll these skill checks immediately for the player.

Bluff: This skill is solely reactive in the game. You don’t opt to use it, you simple use it when defending against a Sense Motive roll.

Luck Domain Ability: A player may use their ability to modify any roll they make using a spell or skill during the game as normal. A player may also use their ability to get two new cards, but only if NO betting has yet occurred. As always this ability is usable once per day of game time.

Magic/Psionics: There are numerous spells and powers that are useful during the game. These will be handled as they are suggested.

Profession: Gambler: The use of this skill is tied to the net results of the game. After the game is completed, a character may make a skill check to increase their winnings or decrease their losses. A simple skill check equals the percentage change. So, if at the end of the night, you won the table, and the pot was 500 Gp, and your skill check is a 15 (for a 15% bonus), you then actually take home 575 Gp (represented by side bets, etc). If you went to the game with 500 Gp, and lost it all, the same check would mitigate your loss down to 425 (a 15% decrease in loses). Lastly, you may substitute your Profession: Gambler skill for Bluff and Sense Motive for purposes of the game. 5 Ranks of Bluff gives a +2 Synergy bonus to this skill.

Sense Motive: without careful consideration, this skill would get out of hand rather instantly. As such, it’s curbed for the purpose of the game. Each player gets a limited number of uses of this skill, 1 for every five ranks, which may be used any time during the game. Once you are out of uses, you’re done! To use this skill you roll against the other player’s Bluff check. Success indicates that the player must tell you the suit OR number of one of their cards, but which card and which piece of information they tell you is your choice. Answers should be written/hidden.

Sleight of Hand: This is another skill that would get quickly out of hand if not regulated. To use this skill in the game, you must make two checks. The first check is made at the start of the game. The result equal the number of random cards that you receive from a second deck. These cards make up your pool. Your pool stays with you through the game. You can use each card from your pool only once. During the game you may a Sleight of Hand check against all the other players Spot checks. Success indicates that you may switch out 1 of your cards with another from the pool. Failure simply means you cannot make the switch. Failure by 5 or more means you are found out, and must remove the card from the pool. It is up to the player who makes the discovery whether or not they call the cheater out. Cheating is patently illegal in most establishments. Cheating is also grounds for expulsion from Dhoken’s School, as well as legal action. Larger establishments use magical detection, and are near impossible to cheat in.

Spot: This is also a reactive skill. It is used only when someone attempts to cheat. It is handled by the DM, as it occurs.
 

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