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I also wanted rolling to be minimal so generally, unless there's a lot of cheating going on, there's only one roll at the start of every hand.
Int Playing Cards is very powerful as it shows knowledge and experience with playing cards.
It determines how potentially powerful a hand will be and to a smaller degree a potential reduction in financial risk.
This roll is straight up against standard DCs.
Cha Deception and Wis Insight are used as their Passive scores to show the use of bluffs and seeing through bluffs throughout the game.
Because bluffing is a social skill I did not want it to overshadow the players' actual attempts at bluffing during card play so the results are more about getting other players to commit more money to a pot than influencing the hand.
Finally we have the cheats.
This is a very risky but potentially rewarding move.
It involves players using Dex Sleight of Hand to control the deal or palming a card to win the hand and is more difficult to do if the cheat is not the dealer.
This is opposed by the other players observing with Wisdom Perception.
Of course, cheats that are caught are likely to pay a stiff price.
This means that a 1gp ante bet increments in 1gp multiples, a 5gp ante bets increments in 5gp multiples, etc.
read article A player opens for 5gp in best poker machines brisbane 5gp ante game.
The next player raises the minimum, or 5 more gp, making the total bet 10gp.
Players B and C both Ante 5gp but Player A does not.
Example: With the Int Playing Cards rolls from the above example we find that Player A gets 6 cards, Dndpoker B gets 5 and Player C gets 4 from the deal.
Only one Bluff per betting round is allowed.
All players with a Passive Insight less than the Bluffing player's Passive Deception must place an additional Ante into the Pot.
The Bluffing player must also always place an additional Ante, regardless of their Passive Insight.
Example: In a 5gp Ante game, Player A has a Passive Deception of 12 and a Passive Insight of 15, Player B has a Passive Deception of 18 and a Passive Insight of 11 while Player C has a Passive Deception of 10 and a Passive Insight of 14.
The decision to Bluff begins with Player B Passive Deception of 18 who decides not to, then to Player A Passive Deception of 12 who decides to Bluff.
As the Bluffer, Player A must place 5gp in the pot as must Player B Passive Insight of 11 but not Player C Passive Insight of 14.
Exception - Players rolling a DC 30 Int Playing Cards Ability Check at the start of the hand are dealt cards to get them to a 6 card hand.
Second Betting Round - Bluffs see First Betting Round may occur again.
Showdown - Prior to laying down cards at the Showdown one or more players may declare they are Dndpoker />Once this is done all players then declare if they will be using their Passive Perception or rolling a Wisdom Perception check to detect the cheat.
Then all Cheats roll a Dexterity Sleight of Hand check, at Disadvantage if they are not the dealer.
Each roll that exceeds the other players' declared Perception checks are considered successful, while failures are detected.
The highest successful Dexterity Sleight of Hand check automatically wins the pot.
Detected cheaters are dealt with severely, at the least their entire table stakes are taken and distributed evenly among the other players.
Example: Player A, B and C are ready for the showdown.
However prior to laying cards down Player C says she will try to cheat.
Player A declares they will roll a Wisdom Perception check, rolling a 17 while Player B will default to Passive Perception 18.
Player C is not the dealer so she rolls her Dexterity Sleight of Hand check at Disadvantage but lucks out and scores a 20, thus stealing the pot!
This sound pretty cool.
I especially like the fact that you give the higher int cards skill roll more cards to choose from.
Two questions: 1 The betting rounds START with optional bluffs, but then normal poker style bets are made?
I really don't like to compare passive checks to passive checks.
There is no control, no variance.
It is commendable, that you try to reduce the number of die rolls to a minimum, but nevertheless.
Normal skill check rules do apply cirtainlyso two PCs cheating together give a roll at advantage.
Or +5 to the passive dndpoker to detect other cheaters.
This sound pretty cool.
I especially like the fact that you give the higher int cards skill roll more cards to choose from.
Two questions: 1 The betting rounds START with optional bluffs, but then normal poker style bets are made?
I really don't like to compare passive checks to passive checks.
There is no control, no variance.
It is commendable, that you try to reduce the number of die rolls to a minimum, but nevertheless.
I hear you, but the goal is twofold.
One is to keep things relatively streamlined with regard to rolling.
The other is that bluffing should be 90% player and 10% PC because poker, IMHO, is funner that way.
I want bluffing to influence the game but not dominate it.
Instead best slots at grand casino hinckley meant to be a minor method to sweeten the pot in a hand if a player thinks they can get away with it.
Since the effect is meant to be 'averaged' throughout the game Passive rolls are okay.
BUT if you want there's really no reason you couldn't substitute in regular rolls.
In that case I'd allow Passive Insights to be declared instead of rolling prior to the Bluff rolls.
Normal skill check rules do apply cirtainlyso two PCs cheating together give a roll at advantage.
Or +5 to the passive check to detect other cheaters.
I could see both of those working.
There might be a method that would need to be followed to coordinate the two working together, however.
Signals between cheaters and observers, which might be noticable.
In fact some casinos would have people working together to watch for cheats.
Players who coordinate to watch for cheaters at a table will probably be frowned on as being bad sports without probable cause, however.
Then there's the whole realm of magic influencing games of chance.
The DM would need to deal with these on a situational basis, though if you want to have fun those situations should be rare if games are played between players.
I am going to confess that I got a bit lost in all of the rounds.
Giving different cards and skipping an ante for high Int seems.
Every is dealt the same number of cards and everyone antes up.
If I was doing 5e 5-card draw, I would include the luck of the draw, strategy, psychological warfare, and cheating portions.
Luck of the draw - a d20 roll made at disadvantage to simulate the strength of the original draw Strategy - an optional Intelligence Playing Cards check made at disadvantage to simulate discarding and drawing one or more new cards.
The character with high Int, proficiency in playing cards, or both will generally have the second roll be higher, but sometimes it could still be lower.
A character that rolled 5 on the first roll and 11 on the second roll would have a hand strength of 8.
Disadvantage simulates that it is easier to have a hand of nothing than a straight flush, and strategy helps a bit, but it is difficult to get exactly what you want when exchanging cards.
Someone who rolls double 20's with disadvantage would probably not want to draw cards in the second round because it could easily get worse.
Generally, PCs should be doing the rolling, so the NPCs set the DC based on their passive Wisdom Dndpoker />If the NPC is bluffing it sets the DC with its passive Charisma Deception and the PCs roll Wisdom Insight.
Cheating - Add a die probably a d4 to the current result either after first draw or the average of the first draw and second draw.
PC rolls the die against an NPC's passive check.
Dexterity Sleight of Hand vs Wisdom Insight or Wisdom Perception So the phases would be: Ante Draw Cheat - Optional Bluff - Optional Fold - Optional Bet Draw - Optional Cheat - Optional Bluff - Optional Fold - Optional Bet Resolve The character with the best result who is still in the game wins.
The idea here is not to perfectly represent poker but give a general simulation that relies on the randomness of chance while applying the relevant skills.
If the players only play against NPCs, the die rolls can be in the open.
Playing against each other, you need a group that won't metagame or they might need to hide the individual "draw" rolls.
I am going to confess that I got a bit lost in all of the rounds.
Giving different cards and skipping an ante for high Int seems.
Every is see more the same number of cards and everyone antes up.
So the phases would be: Ante Draw Cheat - Optional Bluff - Dndpoker Fold - Optional Bet Draw - Optional Cheat - Optional Bluff - Optional Fold - Optional Bet Resolve The character with the best result who is still in the game wins.
The idea here is not to perfectly represent poker but give a general simulation that relies on the randomness of chance while applying the relevant skills.
If the players only play against NPCs, the die rolls can be in the open.
Playing against each other, you need a group that won't metagame or they might need to hide the individual "draw" rolls.
The difference here is that the game I represent is meant to be played out with cards, like an actual poker game, where bets and card allocation are contingent in part on appropriate Ability Checks.
More skilled poker players - those who roll higher on Int Playing Cards will have advantages in getting click at this page cards and putting less into the pot than other players.
It doesn't guarantee a win but it sure helps.
So no, the start of the game is not fair.
Those with better skill rolls will have an advantage but it's dndpoker luck of the cards.
Notice that it would be very hard for someone to come in and actually succeed at Bluffing alone.
You need to back bluffs up with good card play for best winnings.
Finally a card cheat can win all day if they are good enough dndpoker do so, providing they're not caught and that they don't scare off their marks by winning too often.
I decided a cheat would be a die roll contest as there are too many complexities in working it into card play.
Essentially a good cheat sets it up so they have the best hand at the showdown.
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Total 18 comments.