House Rules for Gambleing?

I know this has come up before, but how do people on this forum handle Gambleing in your games? Strieght up Wisdom checks? Or opposed Sense Motive checks?

MP
 
Depends on the what they are playing in our game. My players have played dice games where it was luck only. Then there were some card type games where I used Bluff, Sense Motive, even Intimidate. Ive used straight up INT checks with attributal skills for Chess like strategy games and one character's Animal Handling skill when his betting on a dog fight. I guess it depends on what they are engaged in.
 
rgrove0172 said:
Depends on the what they are playing in our game. My players have played dice games where it was luck only. Then there were some card type games where I used Bluff, Sense Motive, even Intimidate. Ive used straight up INT checks with attributal skills for Chess like strategy games and one character's Animal Handling skill when his betting on a dog fight. I guess it depends on what they are engaged in.

What he said. I also add the occasional Charisma check on games requiring concentration if one party is a)comely and b) of the sex that attracts the other participant.
 
rgrove0172 said:
Depends on the what they are playing in our game. My players have played dice games where it was luck only. Then there were some card type games where I used Bluff, Sense Motive, even Intimidate. Ive used straight up INT checks with attributal skills for Chess like strategy games and one character's Animal Handling skill when his betting on a dog fight. I guess it depends on what they are engaged in.
I use exactly the same approach and checks than Rgrove, except for chess and strategy games (Knowledge (war) checks in my game).
 
I usually say to my players "pick a skill and tell me why you think it's appropriate".

But I often say that in all sorts of situations. It encourages player participation since if they have not invested in the "right" skill they can still use a skill they do have so long as they can give me a creative explination for how it works. If they stretch the explination too much I'll assign a penalty but they can still roll and hope for the best.

So for betting on a horse race
Player 1 - "I use Handle Animal to pick the horse with the best gait"
Player 2 - "I use Ride to pick the jockey with the most skill"
Player 3 - "I use Gather Info to find out the inside line from the crowd"
Player 4 - "I use Knowledge Math to hedge my bets across Win, Place and Show for the best odds"

Also, if I want to keep things simple I might just go for straight ability checks.
INT - strategy
WIS - "reading" the opponent
CHA - dumb luck :wink:

Hope that helps.
 
except for chess and strategy games (Knowledge (war) checks in my game).

I considered this but thought the skill was mainly attributed toward "real-world" military tactics, not the abstraction of chess. Being a great general doesnt necessarily mean you can play.
 
for something like gambling on dice or cards we actually play it at the table.

but for something like betting on a horse race or a pit fight non of the pcs are participating its usually a raw luck check(raw cha) with synergy bonuses if they have some appropriate skills or did something (like poison a horse or fighter etc) to effect the outcome.
 
Profession (gambler) is the skill to use, in my opinion. Bluff and Sleight of Hand could of course be used to cheat, while some games might actually involve the players throwing the dice and skills of the characters only giving options for reroll or the like.
 
As with all the games I play, we get some cards or dice out and actually gamble. If someone thinks one is bluffing, they make opposed bluff rolls.

Still does not mean that the know the outcome of the game.

just basically tells them if they want to continue betting or not...
 
#1: "I'm going to cheat on my next roll."
#2: "What? You can't do that!"
GM: "Actually, he can. He took the 'Fudge Dice' skill at first level. (to #1) Make your Cheating check."
 
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