Gambling

By User, in Game Masters

Hello guys. The rule book is pretty clear on playing sabaac, but not chance cubes or dejairk. Would dejarik use a knowledge skill or cool, deception, or skulduggery like sabaac? And about chance, are the results determined by a skill check? I mean the game is almost impossible to cheat at and mind-nummingly simple. I'm thinking of using 50/50 on percentiles. Thoughts.

-user

Its up to you. Officially cool is probably still the primary skill though. See each roll doesn't represent a single hand, or move, or roll of the dice, it represents several hands, an entire game, or a series of rolls. So cool isnt used to just represent your characters actual skill at the game, it represents the characters ability to keep it together, bet on a good hand, fold on a bad one, not give away a bluff, not panic when his strongest holopokemon gets killed on turn one and stick to the greater strategy, or otherwise not get antsy and blow their load on a single chance roll.

That said, if you want to make a game a core component to the story, adding additional rolls and skill checks and turning it into a d&d style skill challenge makes perfect sense.

For chance cubes, if the gamblers are playing fair, I'd just roll a bunch of regular six-siders and not the odds as red and evens as blue (using Watto's chance cube in TPM as an example) and literally let the dice fall where they may.

If cheating (either via weighted cubes or particularly dice rolling methods), then I'd put it under a Skulduggery check.

Dejarik could go down several different ways, but I'd generally say Cool would be a good skill to default to, since it reflects the players managing to keep a straight expression as they plan and execute various strategies. Alternatively, you could make use of Age of Rebellion's Knowledge (Warfare) to reflect the idea that dejarik is a tactical game. Heck, you could probably make a case for several different skills for dejarik and have most of them be valid.