STAR WARS - Rise of Rebellion
Games of Chance and Wagers
Games of chance tend to be problematic in role playing games since there is little to represent the actual ups and downs of actual gambling and putting it to a numbers system allows players to design ways to “beat the system” which doesn’t tend to work out in reality. As a result most game rules result in systems which are broken to the extreme of making players wealthy easy or making it impossible to achieve the types of success seen in the fiction (James Bond or Lando Clarissian) or even those who succeed in reality.
Since it has gotten out of hand in past games I’m looking to the more conservative end. Gaming over the course of a night will simply cost the character money 5 out of 6 times and pay off big 1 in 6 times (roll 1d6 on a 1-5 all money is lost if a 6 is rolled roll again and that many times the original investment is made – break even on 1 and 6 explodes). Maximum risk for 1 night depends on setting, but rarely more than 100 credits in a friendly game or 10,000 in a casino.
For characters who want to make a living as gamblers they can use their gambling skill and a stake (initial investment). The initial investment is lost but used as the basis for how much they have at the end of the month. Difficulty is an opposed die roll with a number of dice based on the stake.
|Initial Stake (credits)||Opposed Gamble Roll (Dice)|
A character playing locals is limited to stakes the local economy supports. Characters playing against casinos take a 5 point disadvantage slide. Characters playing against the syndicates take a 10 point disadvantage slide.
On an even result the character breaks even (gets 100% of stake back), for every point up or down the result is a 10% loss or gain for the character. If the resuls go below 0% the character takes on that much debt; on a complication assume the character picks up a debt equal to 100% of the initial stake (while I disagree with saying the character did something the player wouldn’t want a gambler should be suceptible to gambling fever otherwise they wouldn’t choose that lifestyle).
A character with 5,000 (a starting character with no equiment) puts it all in as a stake to gamble with their 7D Sabacc specialization – since it is more than 1,000 they face a 5D challenge and since the locals aren’t wealthy they play the casino for a 5 point slide. On an average result the player rolls 25 and the house gets 23 with their bonus – since this is only 6,000 credits average and the character could be 5,000 in the hole on a fumble the character decides to put in their initial force point to prevent a fumble and make some quick start of game cash – assuming average results they now have a 42 giving them 14,500 credits and an early reputation as a gambler (if the same player used 5 character points instead of a force point there would be a 1 in 6 chance of going 5,000 in debt on top of losing 5,000 but the average result on a win would be 16,500 credits).