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<blockquote data-quote="DanMcS" data-source="post: 444123" data-attributes="member: 6530"><p>Specialty items like that could be hard to find, expensive too. At the extreme, he'd have to buy a set and then load them himself, necessitating a couple of high DC (20 or so) craft checks in woodworking or something similar. I'd rule 2 per die- one for raw craftsmanship (DC 20), one for verisimilitude (just roll and jot down the result). The first one he could roll, and know the results of. The second you would roll with his craft skill modifier, and keep a secret. Use it as the DC later for the Spot check to notice the dice are bad. If he buys them, the craftsman got a 10 on the second roll, with skill points and ability bonus that's about a 15 result.</p><p></p><p>To get them into a game, he'd have to go to a place gambling is common. The house would probably have their own dice, and it's unlikely his will look like theirs. Back to square one, teehee.</p><p></p><p>So now he makes or buys another set (four more checks, two public, two secret). Goes back to the gambling house, who probably have him marked since he came in earlier, looked at their dice, got pissed, and left <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>He needs to get in a game. No problem there. Now he'll have to make a Bluff check opposed by the house's Sense Motive to get ahold of the dice for the exchange, and a Pick Pocket opposed by their Spot to swap the dice.</p><p></p><p>Now he's in the game. I'd use craps rules, only let him roll a d8 instead of a d6, and if it comes up 7 or 8 he can pick the best result.</p><p></p><p>Every time he uses the dice, the house gets a Spot check (they'll have a +6 or +7ish with ability modifiers and maybe skill focus) vs his earlier Craft roll (the one you kept secret) to notice what happened; they get a cumulative +1 every time he uses them in front of the same group. If you're really mean, /everyone/ around him will be making these Spot checks, and it only takes one guy noticing to say "Hey, those are bad dice," and smash them with a heavy mug to reveal the load.</p><p></p><p>Getting caught with loaded dice in a gambling house run by rogues is best handled by the combat rules, which you probably have a pretty good handle on. Note that as a rule of admission he won't be allowed to carry weapons. A severe beating and relief from the weight of all that treasure he was carrying is the best he can expect.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 444123, member: 6530"] Specialty items like that could be hard to find, expensive too. At the extreme, he'd have to buy a set and then load them himself, necessitating a couple of high DC (20 or so) craft checks in woodworking or something similar. I'd rule 2 per die- one for raw craftsmanship (DC 20), one for verisimilitude (just roll and jot down the result). The first one he could roll, and know the results of. The second you would roll with his craft skill modifier, and keep a secret. Use it as the DC later for the Spot check to notice the dice are bad. If he buys them, the craftsman got a 10 on the second roll, with skill points and ability bonus that's about a 15 result. To get them into a game, he'd have to go to a place gambling is common. The house would probably have their own dice, and it's unlikely his will look like theirs. Back to square one, teehee. So now he makes or buys another set (four more checks, two public, two secret). Goes back to the gambling house, who probably have him marked since he came in earlier, looked at their dice, got pissed, and left :) He needs to get in a game. No problem there. Now he'll have to make a Bluff check opposed by the house's Sense Motive to get ahold of the dice for the exchange, and a Pick Pocket opposed by their Spot to swap the dice. Now he's in the game. I'd use craps rules, only let him roll a d8 instead of a d6, and if it comes up 7 or 8 he can pick the best result. Every time he uses the dice, the house gets a Spot check (they'll have a +6 or +7ish with ability modifiers and maybe skill focus) vs his earlier Craft roll (the one you kept secret) to notice what happened; they get a cumulative +1 every time he uses them in front of the same group. If you're really mean, /everyone/ around him will be making these Spot checks, and it only takes one guy noticing to say "Hey, those are bad dice," and smash them with a heavy mug to reveal the load. Getting caught with loaded dice in a gambling house run by rogues is best handled by the combat rules, which you probably have a pretty good handle on. Note that as a rule of admission he won't be allowed to carry weapons. A severe beating and relief from the weight of all that treasure he was carrying is the best he can expect. [/QUOTE]
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