Ever
wondered how the characters in your campaign
could pass their time profitably and amusingly
whilst recuperating back at the inn?
Presented here are rules for the playing
of actual poker with characters from
Dungeons & Dragons, version 3.5.
The
Rules
1. This
game within the game is meant to be played with
real cards.
2. Choose a style of poker to play, such as 7 Card
Stud or Texas Hold'em.
3. Choose a maximum raise for the game.
4. Deal the cards. The character dealing may chose
to cheat once per betting
round.
5. When it comes to each betting stage in the game,
the characters secretly write down either
a.
Fold
b.
Their
maximum bet for the hand (generally
as a multiple of the maximum raise)
c.
All
in
6.
Each character may then, in turn, do one of the
following:
If
no-one has bet yet...
a.
The
character may check, making no bet.
b.
The
character may open with any bet up to predetermined
maximum raise, as long as it is within the limit
of the amount they secretly wrote down. While
doing so, they may chose to use one of the Special
Bluffs, if they so desire.
If a bet has been made...
a.
Those
characters who wrote "Fold"
must fold on their turn. If the current bet
is higher than the amount the character wrote
down, they must also fold.
b.
The
character may call the bet, if it is within
their self-defined limit. Characters who wrote
down "All In" must always at
least call every bet in order to stay in the
hand.
c.
The
characters may raise the bet, up to the table
maximum, and as long as they stay within their
secret limit. Special
Bluffs may be used at this point.
7. In
order to minimize any change in game focus when
a player knows of a cheat when their character does
not, use the odds
calculator for the hand. If the likelihood of
winning the hand is favorable, the player must call
the bet.
Notes:
1. Those characters having ranks in Profession
- Gambler add these ranks to all rolls they
make.
2. A roll of 1 does not consitute an automatic
fail, a roll of 20 does not mean an automatic
pass. Ties go to the bettor, cheater, or spellcaster.
3. Circumstance bonus: If a character is distracted
he gains a Positive (+) bonus vs. Bluffs,
and a negative (-) penalty vs. Cheating and
Spell Catching. In all cases the distraction
can be avoided by making a Concentration check
with a DC of 10+bonus
Some
suggested distraction bonuses...
Distraction
Bonus
Speaking
with someone at the table
0
Speaking
with someone outside the table
5
Bar
brawl, Drunkeness
10
Spiders
crawling on your body
15
Severe
Drunkeness
20
Swarm
of bats surrounding you
25
Diplomatic Bluff
Generally used to increase the pot due to a
good hand, the character must bet less than
half the table maximum. He then sums up his
ranks in the skills of Diplomacy and Bluff and
rolls a d20. Each other character must then
sum their ranks in Diplomacy and Sense Motive
and roll d20. All characters whose sum is less
than the bettor's gain 50% to their maximum
secret bet. All charatcers must at least call
the bet if it is within their new secret limit.
Those characters who wrote "All In"
must raise the bet by at least the amount the
bettor laid down.
Intimidating
Bluff
Generally used for a quick take of the pot due
to a bad or mediocre hand, the character must
bet at least half of the maximum bet. He then
sums up his ranks in the skills of Intimidation
and Bluff and rolls a d20. Each other character
must then sum their ranks in Intimidation and
Sense Motive and roll d20. Those with less than
the bettor may only bet up to half the secret
amount they wrote down. If this value is less
than the amount the bettor bet, then they must
fold when it comes to their turn. Characters
who wrote down "All in" are
immune to this bluff, and may bet as they wish
on the hand.
Standard Bluff
Works the same as either a Diplomatic
Bluff or an Intimidating
Bluff, however the check is limited to a
Bluff vs. Sense Motive check for the bettor
versus each of the other characters.
Cheating
Characters
may attempt to cheat without magic when they
have the deal. A cheat attempt matches the dealers
Sleight of Hand skill against the Spot skill
of all other players. Cheating attempts, as
well as the level of cheating attempt, must
be stated before any cards are dealt. The following
adjustments apply against the cheater:
Cheat
Attempt
Adjustment
While
dealing/shuffling, see the bottom card,
the next card, or a single card from an
opponent; deal from the bottom cards of
the deck (specifically up to the amount
of cards known).
0
While
dealing/shuffling see the bottom 3 cards,
the next 3 cards, or a single opponent's
hand. Deal specifically from the bottom
of the deck, or randomly from the middle
of the deck.
-5
While
dealing/shuffling see the bottom 5 cards,
the next 5 cards, or all opponent's hands.
Deal a specific suit or card to an open
ended straight or flush from the middle
of the deck.
-10
While
dealing/shuffling, see all the cards.
Deal a specific hand. Deal a specific
card from the middle of the deck.
-20
Completely
stack the deck.
-30
So
what happens when you're caught cheating...
?
That's
up to the DM!
Magic
Magic
spells cast during any game have their normal
effects, however getting caught casting a spell
is tantamount to cheating. In order to cast
a spell, the castor must add her character level
and Spellcraft skill ranks to a d20 roll to
beat all opponents in a sum of their Spot &
Listen skill checks with a d20. The following
adjustments apply:
Feat
Detection
Adjustment
Eschew
Materials
+2
Silent
Spell
Negate
Listen Bonus
Still
Spell
Negate
Spot Bonus
Some
suggested spell effects...
Spell
Adjustment
Type / Bonus
Prestidigitation
Cheat
/ +5
Detect
Magic
Catch
Spell / +10
Touch
of Fatigue
If
save fails, Catch Spell, Cheat / -5
Charm
Person
If
save fails, Bluff / -10 (charmed only)
Cause
Fear
Initimidating
Bluff / +15
Daze
If
save fails, Catch Spell, Cheat /-10
Hypnotism
If
save fails, Bluff /+5, all opponents
Detect
Thoughts
If
save fails, know opponents cards
Hypnotic
Pattern
If
save fails, Catch Spell, Cheat /-10
Poker
Hand Rankings
Note:
In poker, no suit is ranked higher than another
and pots are split between equally strong hands.
Royal Flush:
A straight flush from a ten to an ace.
Straight Flush:
Any straight with all five cards of the same
suit.
Four of a Kind:
All four cards of the same rank.
Full
House:
Any three cards of the same rank together
with any two cards of the same rank. The three
of a kind is higher ranked than the two of
a kind.
Flush:
Any five cards of the same suit (not consecutive).
The highest card of the five determines the
rank of the flush.
Straight:
Any five consecutive cards of different suits.
Aces can count as either a high or a low card.
Three of a Kind:
Three cards of the same rank.
Two Pair:
Two cards of the same rank together with another
two cards of the same rank.
One Pair:
Two cards of the same rank.
High Card:
Any hand not in the above-mentioned hands.
by
Chris Boucher
For
use with Advanced Dungeons & Dragons v3.5 by
Wizards of the Coast.
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