archive Streets of Waterdeep
  • Initial page
  • Правила по созданию персонажей
  • Разрешенные классы и расы
  • Внешние ссылки
    • Roll20 campaign
    • Campaign Journal
    • DM Guide to 5e D&D
    • Киборги и Чародеи
    • Adventurers League Russian
  • Модификации правил
    • Optional rules
      • Action Options
      • Cleaving Through Creatures
      • Hero Points
      • Hitting Cover
      • Massive Damage
      • Sleep
      • Spellcasting
      • Downtime Revisited
        • Buying a Magic Item
        • Carousing
        • Crafting an Item
        • Crime
        • Gambling
        • Pit Fighting
        • Relaxation
        • Religious Service
        • Research
        • Scribing a Spell Scroll
        • Selling a Magic Item
        • Training
        • Work
      • Tool Proficiencies
        • Alchemist's Supplies
        • Brewer's supplies
        • Calligrapher's Supplies
        • Carpenter's Tools
        • Cartographer's tools
        • Cobbler's tools
        • Cook's Utensils
        • Disguise Kit
        • Forgery Kit
        • Gaming Set
        • Mason's Tools
        • Musical Instruments
        • Glassblower's Tools
        • Thieves' Tools
        • Herbalism Kit
        • Land and Water Vehicles
        • Smith's Tools
        • Tinker's Tools
        • Weaver's Tools
        • Woodcarver's Tools
        • Potter's Tools
        • Poisoner's Kit
        • Painter's Supplies
        • Navigator's Tools
        • Leatherworker's Tools
        • Jeweler's Tools
      • More Difficult Identification
      • Scroll Mishaps
      • Mixing Potions
      • Injuries
    • Variant rules
      • Diagonals
      • Encumbrance
      • Equipment Sizes
      • Healing
    • Palant home rules
      • Описание правил
      • Управление животными
      • Revised Mounted Combat
      • Бой двумя оружиями
      • Знания
      • Feats Fixes
      • Two arcane focuses
      • Spell Fixes
      • Item fixes
      • Magical Items Tweaks and clarification
      • Class tweaks and fixes
      • Increasing role of Intelligence ability
      • Detalization of survival and travel rules
      • Достижения как условие повышение уровня
    • Beyond Damage Dice
    • Языки
    • Разъяснения правил
      • Greater Weapon Fighting
      • Скрытность и раунд внезапности
      • Poison Remake
    • Equipment
      • New Armor Types
      • Spellbook Costs
      • Расходуемое снаряжение
      • Mastercraft Items
      • Rare materials
    • Modified Three Pillar
  • Снаряжение
    • Potions & Spell Scrolls
    • Homebrew feats
  • Управление таверной
    • Untitled
  • Downtime activities new
    • Establish Information Network
      • Types of Information Networks
    • Research
    • Running a Business
    • Learning New Spells
    • New Spells by Class
    • Untitled
  • USEFUL LINKS
    • Untitled
  • Classes
    • Mystic
      • Order of the Avatar
      • Order of the Awakened
      • Order of the Immortal
      • Order of the Nomad
      • Order of the Wu Jen
      • Order of the Soul Knife
      • Talents
      • Disciplines
    • Monk
      • Way of the Soul Knife
    • Fighter
      • Brute
      • Slayer
      • Psychic Warrior
      • Warlord
      • Weapon Master
    • Cleric
      • Domain of Order
      • Domain of Destruction
    • Rogue
      • Acrobat
    • Paladin
      • Treachery
    • Warlock
      • Lolth
      • Kraken
    • Wizard
      • Theurgy
    • Druid
      • Spores
    • Ranger variants
      • Revised
      • Spell-less
  • Приложения
    • Ссылки
  • Rules Analysis
    • Units of Elemental Evil Cults
    • Drow
    • Playing as mage
    • TRAPS & EFFECTS
    • BATTLE FORMATIONS
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  1. Модификации правил
  2. Optional rules
  3. Downtime Revisited

Gambling

Games of chance are a way to make a fortune—and perhaps a better way to lose one.Resources.

This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.Resolution.

The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.

The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.

Gambling Results

Result

Value

0 successes

Lose all the money you bet, and accrue a debt equal to that amount.

1 success

Lose half the money you bet.

2 successes

Gain the amount you bet plus half again more.

3 successes

Gain double the amount you bet.

Complications.

Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complications table.

Gambling Complications

d6

Complication

1

You are accused of cheating. You decide whether you actually did cheat or were framed.*

2

The town guards raid the gambling hall and throw you in jail.*

3

A noble in town loses badly to you and loudly vows to get revenge.*

4

You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back.

5

A local crime boss insists you start frequenting the boss's gambling parlor and no others.

6

A high-stakes gambler comes to town and insists that you take part in a game.

*Might involve a rival

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Last updated 2 years ago

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