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Here’s a quick abstraction I threw together for my players, who are enjoying some down time in Port Zangerios whilst some PCs are training and/or researching spells:
Gambling: For each day spent engaging in games of chance, choose a buy-in amount of 1–250 gp, and roll a d20 on the table below. (Anyone possessing a luckstone* gains a +1 bonus to the roll.)
d20 Roll Result
natural 1 lose 100% of buy-in
< 9 lose 50% of buy-in
9–12 break even
> 12 win 50% of buy-in
natural 20 win 100% of buy-in
*Such as the PC purloiner, in our case
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DMPrata wrote:
Gambling
This had me curious to revisit Gary's rules so I cracked open the old DMG and Appendix F was right there!
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Jimm.Iblis wrote:
DMPrata wrote:
Gambling
This had me curious to revisit Gary's rules so I cracked open the old DMG and Appendix F was right there!
I love those Appendix F games of chance, and I’ve used them in play, but this time I wanted something simpler that could be resolved in a single die roll.
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Oh, man...I forgot about appendix F...
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DMPrata wrote:
something simpler that could be resolved in a single die roll.
I quite like your rule for that reason, especially as it represents gambling over time (montage!) rather than close to real time.
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Not sure how I missed this post, but this is a great idea. I would definitely use this with my crew.