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Sabacc
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jmanski
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PostPosted: Sat Sep 21, 2013 11:52 am    Post subject: Reply with quote

DougRed4 wrote:
Yeah, I'd still be interested in seeing your method, Random (and welcome, btw!).

It is true that you have to be careful when PCs get their Gambling too high. Even if they're 6D, or 7D, they're going to probably win the vast majority of the time. And then do you allow them to spend Character Points when they're gambling? If not, why do they get to do so when piloting, fighting, repairing, etc.?


If the PC can spend CPs gambling then their opponents get to as well. That is a simple solution to the gambler with 10d.

Also consider this: if a gambler wins all the time people get mad and accuse him of cheating even if he isn't. Perhaps the gambler needs to beat some higher difficulties and lose every once in a while to keep people playing with him.

I say this from experience. I'm a pretty good hold 'em player and I struggle to find a game to play in. People just wont sit down and lose their money for fun.
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atgxtg
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PostPosted: Sat Sep 21, 2013 2:26 pm    Post subject: Reply with quote

jmanski wrote:


If the PC can spend CPs gambling then their opponents get to as well. That is a simple solution to the gambler with 10d. [/quote]

Not really. It's doubtful that the NPCs would have enough CPs to keep up with the 10D PC. Just to break even would require a NPC with 5D in Galbming and a specialty in the game being played (so he can spend 5 CP).

Quote:

Also consider this: if a gambler wins all the time people get mad and accuse him of cheating even if he isn't.


Yup. And even set him up. We had one adventure where somebody planted a shifter on the PC and then accused him of cheating when he won. It was a beatific scam. And occasionally we run across some really good gamblers. But overall, what we have had to do is alter the rules a bit to make games of chance more random and less predictable.

For instance, I've introduce a rule used for some games where the character roll their full skill but only get to keep 4 dice. That way the greater skilled gambler still has an edge, but everyone else can get lucky from time to time.


Quote:

Perhaps the gambler needs to beat some higher difficulties and lose every once in a while to keep people playing with him.


Perhaps, but it doesn't help gameplay much. If he tanks a few hand or games here and there it doesn't add much to the excitement of the gaming session.


Quote:

I say this from experience. I'm a pretty good hold 'em player and I struggle to find a game to play in. People just wont sit down and lose their money for fun.


Go to a casino. You can play there to your hearts content, until your money runs out. And that is the problem with gambling in D6. In real life, no matter how good a gambler someone is they can't alter the laws of probability and random distribution. All the games in a casino favor the house (with the possible exception of blackjack if you know how to count bards and bet properly).
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Mojomoe
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PostPosted: Sat Sep 21, 2013 4:17 pm    Post subject: Reply with quote

Mojomoe wrote:
What about a system where the players rolled their skill in private, and a D20 in full view? The D20 represents the visible/showing cards, the Gambling roll represents the hidden hand. A high Gambling skill would benefit, but hardly guarantee a win.

Players could also bet based on the D20 showing. But they could bluff with their hidden Gambling roll. Could also do hidden Gambling roll and 2 D10 rolls, one visible and one shown, to add to the bluff?

Granted that doesn't use the cards, but I'd assume my group would want it boiled to essentials. I made printed money, and the asked "why not just write a number down?" Lol.


Ooh! A new idea (btw, I know I'm quoting myself, which is pretty stupid. Sorry Smile ).

So, players roll their Gambling in secret, and a D20 in view. The D20 is the showing card, the Gambling skill is the "hand." Players perform a round of betting based on showing cards, and what they've got in their hands.

Then, players can take any number of their Gambling result dice and place them in the open, in the "holding" area. These are the cards that are "held." They then re-roll the remaining Gambling dice in secret, and another round of betting ensues, this time based on the D20 (showing cards) AND the visible Gambling dice (held cards).

Once called, everyone shows all their Gambling dice and the highest number wins the pot. If you wanted to include cheating, you could maybe try this: if you cheat, you can make your Gambling dice in secret whatever you want them to be (ie, turn them all to 6's) - AS LONG AS your initial Gambling roll was higher than everyone else's at the table. In this way, a cheater would only be revealed at the end, when everyone's Gambling skill became visible. If a cheater WASN'T revealed, nobody would ever know Smile.

Thoughts?
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jmanski
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PostPosted: Sat Sep 21, 2013 8:40 pm    Post subject: Reply with quote

atgxtg wrote:

Go to a casino. You can play there to your hearts content, until your money runs out. And that is the problem with gambling in D6. In real life, no matter how good a gambler someone is they can't alter the laws of probability and random distribution. All the games in a casino favor the house (with the possible exception of blackjack if you know how to count bards and bet properly).


What I'm getting at (and didn't say very well) is that a 10d gambler isn't going to play against very many mid-level gamblers. He'll get either high-level gamblers or low-level gamblers who don't know any better, and the low-levels will have little money and leave quickly. The mid-level guys won't play against him because, at 10d, he will have a reputation and will be recognized. I know if Phil Ivey sits at my table I'm leaving.

Part of the dilemma is trying to make a card game into a game of chance. Sabaac differs a little from poker, but not by a lot. Poker is a game of skill, not chance, because the player can fold at any time. Sabaac appears to be a mixture of poker and 21, which could make luck more important (21 is a game of skill that requires luck to be truly successful).
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Dromdarr_Alark
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PostPosted: Sat Sep 21, 2013 10:56 pm    Post subject: Reply with quote

This is also Star Wars, and gamblers have almost supernatural luck (just read The Adventures of Lando Calrissian). This could be tied to the Force.

That's why I think the gambling skill is more than just the ability to think quickly, read people, and lie well. I think another component of it is just how plain lucky your character is.
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Random_Axe
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PostPosted: Sun Sep 22, 2013 12:30 pm    Post subject: Reply with quote

DougRed4 wrote:
Yeah, I'd still be interested in seeing your method, Random (and welcome, btw!).

It is true that you have to be careful when PCs get their Gambling too high. Even if they're 6D, or 7D, they're going to probably win the vast majority of the time. And then do you allow them to spend Character Points when they're gambling? If not, why do they get to do so when piloting, fighting, repairing, etc.?


PCs who have invested all those CPs into a Gambling skill won't be wasting their time sitting at the Grannies' Blue Milk table; they will know how to find a challenging table that will have stakes that match their skill and the skill of their opponents. Therefore if your PCs have above 7d, so will their opponents and the advantages are balanced.

And THEN there is the nightmarish randomness of Sabaac in the first place. Since it appears I can't actually attach a document to the post, then I will paste it all into the next post.
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Random_Axe
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PostPosted: Sun Sep 22, 2013 12:38 pm    Post subject: My Sabacc RPG rules Reply with quote

Introduction:
Sabacc is played with a deck of 76 card-chips; there are four suits in the deck: Sabers, Staves, Flasks And Coins. Generally, each suit consists of eleven numbered cards (marked one to eleven) and four ranked cards: the Commander, the Mistress, the Master and the Ace (numbered 12 to 15). There are also sixteen face cards (two each of eight different cards), with special names, symbols and unique negative values.

The object of sabacc is to have the highest card total which is less than or equal to twenty-three. A total which is more than twenty-three, less than negative twenty-three, or equal to zero is a bomb out, wherein that player pays an additional penalty into the sabacc pot (in addition to losing that hand’s normal wager).

Through the use of micro-circuitry in the cardchips, card values change randomly, triggered by electronic impulses sent out by the dealer. Through several rounds of bluffing and betting, players draw or exchange cards, and watch and wait for their card-chips to shift. When a hand is called, a player will lock all of their card-chip values by placing them in the table's interference field (located at the center of the playing surface) — the cards are "frozen" at that value.

The game is thus ruled not only by gambling ability and skill, but sometimes also by blind luck. Even if you play the best hand of your life, a deadly shift in the holographic values can turn it into crap; similarly, a twist of fate can turn a garbage hand into a sudden winner.

RP Mechanics:
Players roll their Gambling skill, while the GM rolls 3d6 (2d + 1 WD). The players’ skill rolls determine both the amount of credits wagered, as well as who will eventually win the hand; while the GM roll determines the ultimate value of the hand (note the Wild Die is only counted on an extreme roll of the other 2d):

[the table goes here, it doesn't translate well in text mode, but it describes what actually happens to the hand and how much its worth becomes, and even when a winner's roll turns into trash]

Note: a “bomb out” is a penalty paid into the sabacc pot, which is designed to grow and grow over the course of several hands and is only won by a roll of three 6’s on the GM dice.

The initial value of a hand is the simple total of all the gambling rolls of the participating players. If four players roll 10, 12, 14 and 16 respectively, the first player would lose 10 credits, the second player would lose 12 credits, etc, while the fourth player with the highest roll wins the total of the four rolls (eg. 52 credits). The final value of the hand is further modified by the multiplier determined by the GM’s roll of 2d, as seen in the table above.

Non-winning players may attempt to reduce the amount of a loss in a given hand. Make a second gambling skill roll; if this second roll is better than the initial roll, reduce your loss by 50%. This option does not apply to the worst 2 rollers of a hand, and the reduction does not count against the winner's take (except in a high-stakes game, see below).

High Stakes: if the players are expressly seeking out a high stakes game or table, multiply all hand values above (losses and wins) by x10. A successful loss-reduction (see above) reduces the victor’s winnings by the same amount saved.

Long term play: above rules assume a set of skill rolls for each hand dealt, which may get tedious after a bit. For longer-term generalizations, make one set of rolls per hour of play and multiply the resulting hand values by x10. If a high-stakes game is abstracted in this way, obviously multiply all hand values per hour by x100.

Casual or secondary play: occasionally a player may get involved in a sabacc table not for the winnings, but as a secondary activity during information-gathering or other streetwise activities (ie. to horn in on local rumours or scuttlebutt). Since his heart isn't fully in the game, multiply all hand values for that player (only) by 1/2. This player can not attempt to further reduce his losses as noted above, since he is not actually fully concentrating on the game play.
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DougRed4
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PostPosted: Mon Sep 23, 2013 1:28 pm    Post subject: Reply with quote

That all seems quite reasonable and a solid way to play using just Gambling skill (i.e., without cards).

Thanks for posting it, Random_ Axe!
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atgxtg
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PostPosted: Wed Sep 25, 2013 3:08 pm    Post subject: Reply with quote

[quote="jmanski"]
atgxtg wrote:



What I'm getting at (and didn't say very well) is that a 10d gambler isn't going to play against very many mid-level gamblers. He'll get either high-level gamblers or low-level gamblers who don't know any better, and the low-levels will have little money and leave quickly. The mid-level guys won't play against him because, at 10d, he will have a reputation and will be recognized. I know if Phil Ivey sits at my table I'm leaving.


He won't play against many high level gamblers either, since they are rather rare. Yeah, most of the time he is up against low-level gamblers, but just because they are poor gamblers doesn't mean they don't have credits to spend. The bit about mid-level gamblers doesn't apply as much since we are travelling a lot, so it isn't too hard to walk into an existing game.

Quote:

Part of the dilemma is trying to make a card game into a game of chance. Sabaac differs a little from poker, but not by a lot. Poker is a game of skill, not chance, because the player can fold at any time. Sabaac appears to be a mixture of poker and 21, which could make luck more important (21 is a game of skill that requires luck to be truly successful).


Poker is a game of skill AND luck. Yes, skill plays a big factor in knowing how to play your hands, but it only goes so far. That's why the same guy doesn't win the Poker championships every time. If one of your opponents is getting better hands there is only so much you can do to finesse the situation. Your not going to bluff a guy who is holding a Royal Flush.

The problem is since a guy rolling 10D is generally going to roll about twice as high as one rolling 5D the 10D guy is going to win the vast majority of "hands" in the RPG. Unlike in Poker where the 10D guy probably won't win that many more hands but will usually end up doing better over the course of the game.
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jmanski
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PostPosted: Wed Sep 25, 2013 7:26 pm    Post subject: Reply with quote

You're right, poker is a game of skill and luck. But so is any sport. The same team doesn't win the championship in any sport every year, just like the same gambler doesn't win the world series of poker every year.

Luck plays an important part in all things, and I believe the dice roll helps to portray that. In poker the skill is to reduce the effects of bad luck and to maximize the effects of good luck. A good gambler will play a strong hand to make more money by slow-playing, while a novice will bet big early and scare everyone out of the pot. Also, bluffing makes it possible for a non-winning hand to win based simply on skill.

It seems to me that the 10d gambler is a problem simply because he has 10d in gambling. Like any other skill, if you get too good at something, someone will notice. Maybe better gamblers want to beat him (in sabaac, of course), while others will want him beaten Wink . He won't be allowed in some casinos. He will be scrutinized in most. He will have enemies.
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PostPosted: Thu Sep 26, 2013 11:42 am    Post subject: Reply with quote

Yeah 1)D in anything is hitting the problematic stage in D6. Perhaps more so with gambling since there is no reason to multitask the way you do with other skills, or much of a reason to sacrifice dice for a better effect, like with some skills.

One game I came up with for gambling that was popular with my players was one where the players had to roll to beat a difficulty. Each round the difficulty would go up by 5, and the player had the choice of standing pat or risking all by rolling to beat the new difficulty. It worked out fairly well since that was a risk in trying for the best result. With multiple rolls over multiple turns the risk of "zeroing out" as we called it increased.
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jmanski
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PostPosted: Thu Sep 26, 2013 7:18 pm    Post subject: Reply with quote

Now that's an interesting idea.
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atgxtg
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PostPosted: Fri Sep 27, 2013 9:20 am    Post subject: Reply with quote

jmanski wrote:
Now that's an interesting idea.


I think I named the game Kessel Run. Each turn represented piloting closer to the maw. Players could up the bet before each round.

It went over very well with the players because there was some excitement to it. Every time somebody rolled the drama built up. Sometimes somebody would freeze their score and watch everybody else mess up on the next roll.

Thanks to the wild die, no matter how high a character's gambling skill was, eventually the wild die would come up a "1" and usually cost them the game.
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