Gambling and the Force (Or "How to cheat at Sabacc")...

By Wacky, in Game Mechanics

I will be participating in a new campaign for Star Wars: Force and Destiny soon and my character concept is a former Padawan whom survives by using the Sense and Foresee force powers to gamble with.

He's also alluded the Empire by being able to sense when they'd be near.

When I pitched this idea to my GM he really liked it, but wasn't quite sure how to handle it. My thought is to use the Gambling rules (listed on page 108 of Star Wars: Edge of the Empire ) as normal, but with some alterations.

For the Sense Power: Instead of upgrading the difficulty for an opponent to hit you in combat, you can commit a Force die to upgrade the difficulty of his checks. Likewise, for a high enough initiate in the ways of Sensing one's surroundings, you could commit a Force die to upgrade your own checks.

For the Foresee Power: With the option to roll one's Force dice and spend pips (of the appropriate type) on successes can be used to directly apply to the gamble check that round.

Good and Bad of it: I think it is a nice little mechanic that lets a Force-user increase thier chances to win without being overbearing. Now there are some possible things to consider: Can the Force-user use the Foresee power in the same round as the Gamble check?

Maybe not as that'd be a seperate skill check unless they have the "Force is my Ally" talent which let the power be a maneuver-- once . A commited Force die could be done before the cards are even dealt (or when a player is sitting that round out).

Let me know what you all think about it.

Sign--

Wacky

Suns of Fortune and the free adventure " Under a Black Sun " both feature rules for Sabacc. Part of of the rules has you rolling a force die. I wounder if you could add additional force dice equal to your Force Rating and continue to follow the rules outlined in the book/adventure?

Edited by kaosoe

The force die is more for "randomness." Adding more just makes it more random. What if the force-sensive was able to spend destiny points to convert black dots into white ones with an upgraded Move(fine manipulation and all of that)? You can also use Influence to help a deception check.

As an aside, my GM house-ruled that deception is not cheating(like cool) but computers and skulduggery still are. The logic is when playing poker, misrepresenting your hand is legal; you still have to reveal it anyhow.

What if the force-sensive was able to spend destiny points to convert black dots into white ones with an upgraded Move(fine manipulation and all of that)?

Anyone feel free to correct me if I'm wrong, but I believe Sabacc is the card game where the values of the cards can randomly adjust themselves. In which Move with the fine manipulation upgrade wouldn't work for this particular instance of gambling but would work fine with Chance Cubes.

Also, take a look at misdirect and Influence if those options are available to you. Both of those powers could be quite potent to a force sensitive sabacc player.

Lathrop, my thought was it is electronically controlled. Maybe the signal could be affected? Or you are right, and I am fine with that interpretation too.

Ignore the destiny point reference; that was from a different train of thought.

Well, with Sense you can get a quick read of your opponent's emotional state, so you can know if they've got a good hand or if they pulled garbage based on their emotional response. With the upgrade to sense their surface thoughts, you can know exactly what they got. I'd say that'd be worth at least a boost die, if not a full upgrade, to the Force user's gambling check.

With Foresee, that's a bit tricker, though if you have the Strength Upgrade you could try to see how the next hand is going to play out, giving you a better idea of how to react. Either bet strong if you know that the next hand is one you're most likely to win, or fold if you know that you'll wind up with the weakest hand or another player in the game has an unbeatable hand.

Move is fairly simple in regards to things like chance cubes or roulette wheels, though with the later I'd probably say you do need the "fine manipulation" Control Upgrade. Chance cubes like the one Watto used would just be a case of using Move, possibily with a Discipline check, to get it to land on a specific color; going from TPM, it looked like Qui-Gon used the Force to add a few extra rolls before having it stop on blue so that he'd get Anakin freed as opposed to Shmi as part of the pod race deal.

That said, using any of the above for purely personal gain would likely be subject to earning Conflict, as it's akin to lying for personal gain. Qui-Gon's use of Move in TPM is iffy, since it was Anakin he wanted freed, but it was still being done to freey a young boy from a live of slavery.

That said, using any of the above for purely personal gain would likely be subject to earning Conflict, as it's akin to lying for personal gain. Qui-Gon's use of Move in TPM is iffy, since it was Anakin he wanted freed, but it was still being done to freey a young boy from a live of slavery.

And Quigon was known for bending the jedi code, being willing to take a few conflict to do the right thing.