| kyldere |
I did not find any rules in the Playtest edition, and a quick search of the forum did not turn up any hits, probably because I didn't use the correct terms, so forgive me if this has already been answered.
In a session I GMd just today, I had a rogue character try to get in on a game of dice he found going on in an ally. This seemed reasonable, and something that a rogue character should be inclined to do. However, I did not find and skill that might apply to the game of dice that was being played. If there were cheating, I'd use a Thievery skill, or if the game was based on bluffing, obviously I'd use Deception, Diplomacy or Intimidation, depending on what the character was actually doing.
In the event that it was a fair game of chance, what skill would apply to the roll? Would it just be a flat roll? I'd assume that a rogue would have a good chance of knowing the intricacies of any gambling game (odds, strategies, etc.).
In the end, I just used a straight die roll and compared it to the house roll, with no modifiers, but that didn't feel right either. What are other people's thoughts on the scenario?
Thanks for looking at this.
| EberronHoward |
I've thought about it, and I think you could do it by taking the Additional Lore feat, and choose 'Gambling." You could Practise a Trade using Gambling Lore, in that you're a professional gambler. It would be somewhat abstract, and doesn't fit into most people's idea of gambling of winning a fortune in one sitting. But if the GM is okay with it, it could work.
| Fuzzy-Wuzzy |
I did not find any rules in the Playtest edition, and a quick search of the forum did not turn up any hits, probably because I didn't use the correct terms, so forgive me if this has already been answered.
In a session I GMd just today, I had a rogue character try to get in on a game of dice he found going on in an ally. This seemed reasonable, and something that a rogue character should be inclined to do. However, I did not find and skill that might apply to the game of dice that was being played. If there were cheating, I'd use a Thievery skill, or if the game was based on bluffing, obviously I'd use Deception, Diplomacy or Intimidation, depending on what the character was actually doing.
In the event that it was a fair game of chance, what skill would apply to the roll? Would it just be a flat roll? I'd assume that a rogue would have a good chance of knowing the intricacies of any gambling game (odds, strategies, etc.).
In the end, I just used a straight die roll and compared it to the house roll, with no modifiers, but that didn't feel right either. What are other people's thoughts on the scenario?
Thanks for looking at this.
In a sufficiently simple fair game of chance I don't think there's necessarily a place for skill to enter in, so I think you did the right thing here.
(I agree with EberronHoward that Lore: Gambling would be a reasonable thing to Practice a Trade with, but IMHO you'd be playing more complex games when doing that.)