| Humphrey Boggard |
I'm putting together a Cowboys and Zombies game and would like gambling to figure prominently in the gameplay. One scene would involve taking on the BBEG in a high stakes game of poker on his own turf. Instead of just rolling dice I'd like to involve the actual game of poker as well.
I was thinking that the players would be dealt into a game with the GM acting as the dealer and a guest player (with some poker experience) standing in as the BBEG. Skills would come into play as follows:
Profession Gambler: The GM looks over the player's hand, consults a table of poker odds and gives the player an estimate of the expected value of his hand (written on a note).
Bluff/Sense Motive: Opposed checks. Either way the GM looks over the Bluffing player's hand and figures out the value of the hand. If the Sense Motive player wins the opposed skill check he'll get a more or less accurate estimate of the worth of his opponent's hand. If not, he'll get a less or even misleading estimate of the opponent's hand.
Intimidate: Usual use to cause an enemy to become shaken (which will affect Profession Gambler, Bluff, and Sense Motive checks).
Sleight of Hand/Perception: Opposed checks. Success allows a player to draw a card from his sleeve (is dealt another card and can bank an existing card - banking more cards raises the difficulty).
| Byrdology |
Skill challenge: everyone antes up each round unless they fold. Keep a running tab of combined skill totals/ player rounded to the nearest 5.
Round1: profession gambler, opposed checks.
Round 2: sleight of hand or perception. Players choice, cheaters who are caught must fold.
Round 3: intimidate, opposed checks.
Round 4: bluff or sense motive. If your bluff is called, you fold.
Round 5: compare results. Tie goes to sudden death roll off of a d20.
Round 1: profession gambler checks
- player A rolls a 22 with mods, rounded down to 20.
- player B rolls a 15
- player C rolls a 5 (folds)
- player D rolls a 20
- player E rolls a 15
- player F rolls a 10
Pot: 6 players = 6 gp
Round 2: sleight of hand vs perception
- A, sleight of hand, rolls a 20
- B, perception, rolls a 20
- D, sleight of hand, rolls a 15 (automatic fold)
- E, sleight of hand, rolls a 25
- F, perception, rolls a 10
Pot: 5 players = 11 gp
Round 3: intimidate
- A, 10
- B, 5
- E, 20
- F, 20
Pot: 4 players = 15 gp
Round 4: bluff vs sense motive
- A, bluff, 15 (automatic fold)
- B, sense, 20
- E, sense 5
- F, bluff, 25
Pot: 4 players = 19 gp
Totals: roll off between players E and F, winner takes 19 gp
- B = 60
- E = 65
- F = 65
That was a lot of abstract typing, I hope it's easy to understand. No cards or percent chances needed. Roll a couple d20's and count by 5.
| Kahn Zordlon |
To make it feel like a real poker game, I suggest that your players have option based on their hand what skill to play, and the result they want. Delt 2-7 and want opponent to fold, bluff. Dealt Aces and want opponent to call, bluff. The higher roll for bluff/sense motive gets the intended/unintended result. To make it interesting and like poker, betting could add a bonus to your roll. You might be able to substitute intimidate for bluff, and use discretion if BBEG has really strong hand. I would keep it to one roll per bet to keep it simple, and use chips. good luck!
| Byrdology |
Additional flavor rules. In most polite games in most polite settings, cheating is expected and almost accepted as part of the game. As such a player who is caught cheating is understood to fold and sit out the current game. However, not all games are like most games, and combat initiative may insue at the first sign of cheating.
In such a case, I would switch rounds 2 and 4 to prolong the game a bit. Also, on second thought, I would switch rounds 1 and 3 as well, so each player starts off trying to establish dominance at the table, and lets pure skill at cards see you through to the later rounds.