|
Post by Arcanet on Jul 14, 2014 14:31:34 GMT -8
The demo adventure has an example of how to handle gambling, and it is an elegant and usable game too.
That game is dependent of your characters attributes, but what if you'd want to play the game for real while roleplaying?
And so I came up with 'Ten-Five'.
10-5 is basically Black Jack, but instead of aiming for 21, you'll want to get 105 out of the Initiative numbers. why 105, you ask? The best hand in the game is Triple Crit, and 36+35+34=105.
I'm still figuring out below what point the house(GM) has to draw more, but otherwise I'm fairly happy with it. Going to try 'draw below 77', see how that feels.
|
|
|
Post by Dashing Inventor on Jul 14, 2014 15:21:56 GMT -8
Interesting. Would you allow the use of hero cards to give players an advantage if they wanted?
|
|
|
Post by Arcanet on Jul 14, 2014 21:58:02 GMT -8
As the game for now starts with everyone turning two cards, and then "dealing" (turning) a third, fourth, etc., nothing stops you from using a Hero card to draw three cards and take a pick from them. Or maybe even take any number of them, incase having all of them would get you closer to 105 instead of just one of them being useful.
The house for now stays at 77, unless someone is higher than or equal to the houses hand, which ofcourse risks the house going over 105.
|
|