The Philosophers' Stone Campaign
Dungeons & Dragons, Green Dragon Poker

Dungeons & Dragons v3.5 Poker Rules

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.

Texas Hold'em Poker
Odds Calculator

Texas Hold'em Training Link
(5 Stars!)

 


Special Bluffs


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:
Poker Royal Flush
A straight flush from a ten to an ace.

Straight Flush:
Poker Straight Flush
Any straight with all five cards of the same suit.

Four of a Kind:
Poker Four of a Kind
All four cards of the same rank.

Full House:
Poker 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:
Poker Flush
Any five cards of the same suit (not consecutive). The highest card of the five determines the rank of the flush.

Straight:
Poker Straight
Any five consecutive cards of different suits. Aces can count as either a high or a low card.

Three of a Kind:
Poker Three of a Kind
Three cards of the same rank.

Two Pair:
Poker Two Pair
Two cards of the same rank together with another two cards of the same rank.

One Pair:
Poker Pair
Two cards of the same rank.

High Card:
Poker 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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