| Post/Author/DateTime | Post |
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| #1face_stabFeb 13, 2010 16:40:02 | I'd like to design a simple game of chance for my players with minimal rules. Basically, it's a dice version of the game where you slap a card on your forehead. What will happen is that the Dice Man (me) and another player secretly roll dice. Looking at their roll, the player has to guess whether or not they have the higher dice. If they guess correctly, they get 1.5 what they bet (maybe double?). Another idea is that they only win if they have the higher dice, and have to bet more to win. If they don't, they lose their buy-in. Does this sound like a fair game? I want it to give the house a slight advantage, without my players feeling cheated if their fighter gambles their money away. |
| #2jahatch28Feb 14, 2010 19:11:42 | what happens when they tie? Is it like blackjack where you can split and double down? If you end up finding your players comign back for a lot more gambling, there is a more involved dice game that was in one of the Dark Sun books... basically any # of players bet (in coppers? silvers? gold would gets pricey quick) the highest amount that could be rolled and in subsequent rounds you add dice goign from the 1d4 up through 1d20... so first round is 4 coppers.. everyone rolls 1d4.. highest gets 1/2 the pot (or splits 1/2 if ties) and 1/2 the pot goes to the jackpot.. and keep track of your total rolled (1-4 so far) then everyone bets 10 and rolls 1d4 + 1d6 and again highest roller gets 1/2 the pot and the other 1/2 goes to the jackpot total... repeat for rounds 3, 4, and 5 with bets of 18 (1d4+1d6+1d8), 30 (as before + 1d10), and 42 (as before +1d12) ... so you have had 5 winners of the mini rounds, one large jackpot, and one bet left to make.. but to make this interesting, it isn't the total of the 1d4+1d6+1d8+1d10+1d12+1d20 that wins, but the total of that # + all your previous scores.... and winner gets the jackpot (or 1/2 if the house is out for their own gains)... and of course you could open that final roll up to extra bidding (side bets, etc)... if you are shark that is.. =p (so, if one person has been winning each round they are probably way out ahead, but otherwise it might be close) now.. this obviously takes more record keeping, and is pretty involved, but if you party needs to risk big to make enough money to free a fellow pc from prison or raise money for a "raise dead" spell then this might be a way to do it... Way more info than you asked for, but always wanted to try this if I can get my PCs into a gambling house... - Josh |
| #3face_stabFeb 14, 2010 19:23:36 | I appreciate the reply, Jahatch! I suppose I'd run ties like Blackjack; thanks for pointing that out. And if the players did get more involved in the gambling house, the game you mentioned sounds like it could be a winner. |
| #4FlashbackJonFeb 15, 2010 11:04:30 | You could also consider what has become colloquially known as pirate dice, since its inclusion in PotC. In addition to being an incredibly fun game in and of itself, it can be easily incorporated into a game. If you wanted to tether it to the game further, you could roll the dice in the open (so you as the DM know exactly what they have) and then use skill rolls for bluffing/calling the bluffs. Better yet, just toss a d20 in the cup by default and use that (with the character's appropriate skill, of course) to determine whether or not the NPCs call it. Give certain NPCs a little bonus or penalty based on the skill use in question ("Arjus 'Coffin Nail' Deadeye is not likely to be cowed by danger, but a silver tongue can leave him a bit confused. (+2 vs Intimidate, -2 vs Diplomacy) |