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General Tabletop Discussion
*TTRPGs General
Simulating a gambling encounter
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<blockquote data-quote="AeroDm" data-source="post: 5580533" data-attributes="member: 13650"><p>The SW system sounds solid and so I'd try and build off of it. Maybe a simple skill challenge with five rounds, each impacting the overall modifier. Make a check each phase and the ultimate winner is the person with the highest points at the end of the challenge.</p><p></p><p>For example:</p><p></p><p><strong>Ante bellum</strong>. Players take their seats and eye each other. Opposed intimidate checks with the results providing a modifier to subsequent checks normally distributed around +0. That is, if there were 5 players, lowest gets -4, then -2, +0, +2, and the highest gets +4. Make the first Gambling check with the modifier added and stake of 1.</p><p></p><p><strong>The Flop</strong>. Play begins. A straight Gambling check (with the modifier from before) at a stake of 2.</p><p></p><p><strong>The tell</strong>. Players begin to learn each other's tells. Opposed Perception checks (or equivalent) with a modifier normally distributed about +0 as above. Make a gambling check (with all modifiers) at a stake of 3.</p><p></p><p><strong>The turn</strong>. Straight gambling check (with all modifiers) at a stake of 4.</p><p></p><p><strong>The push</strong>. Players apply the tells they learned against opponents. Opposed Insight checks (or equivalent) with a modifier normally distributed about +0 as above. Make a gambling check (with all modifiers) at a stake of 5.</p><p></p><p><strong>The river</strong>. Straight gambling check (with all modifiers) at a stake of 7.</p><p></p><p>This should weight the game so that each round remain relevant and the game has a chance to come down to the final roll, but being better will enable you to put a buffer between you and your opponents each round.</p></blockquote><p></p>
[QUOTE="AeroDm, post: 5580533, member: 13650"] The SW system sounds solid and so I'd try and build off of it. Maybe a simple skill challenge with five rounds, each impacting the overall modifier. Make a check each phase and the ultimate winner is the person with the highest points at the end of the challenge. For example: [B]Ante bellum[/B]. Players take their seats and eye each other. Opposed intimidate checks with the results providing a modifier to subsequent checks normally distributed around +0. That is, if there were 5 players, lowest gets -4, then -2, +0, +2, and the highest gets +4. Make the first Gambling check with the modifier added and stake of 1. [B]The Flop[/B]. Play begins. A straight Gambling check (with the modifier from before) at a stake of 2. [B]The tell[/B]. Players begin to learn each other's tells. Opposed Perception checks (or equivalent) with a modifier normally distributed about +0 as above. Make a gambling check (with all modifiers) at a stake of 3. [B]The turn[/B]. Straight gambling check (with all modifiers) at a stake of 4. [B]The push[/B]. Players apply the tells they learned against opponents. Opposed Insight checks (or equivalent) with a modifier normally distributed about +0 as above. Make a gambling check (with all modifiers) at a stake of 5. [B]The river[/B]. Straight gambling check (with all modifiers) at a stake of 7. This should weight the game so that each round remain relevant and the game has a chance to come down to the final roll, but being better will enable you to put a buffer between you and your opponents each round. [/QUOTE]
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