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Old Jun 8th, 2022, 09:26 AM
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Rules, Clarifications & Results for Mini-Games

Diplomacy RulesAs Diplomacy can be completely broken or useless in Pathfinder, depending on the DM, and depends more on RP than the actual skill, I'm actually stealing the Social Interaction rules (that no one actually uses) from DnD 5e.

Basically, every time you're using Diplomacy to make a request, the roll does not determine the character's Attitude towards you, but their mood - how willing they are to help you. Because let's face it, we've all been asked to do something by our best friend and decided "yeah, but... nah"

The player's roleplayed conversation, though, temporarily impacts their Attitude. By appealing to an NPC's needs, desires and worldview (which can be determined through Appraise or Sense Motive if you're clever), or just roleplaying really well, the NPC may temporarily have a better opinion of the PC, which then increases the likelihood of them helping you, and likewise misunderstanding what's important to the NPC will result in their Attitude temporarily decreasing and also increase the DC of the roll. But the Diplomacy roll has NOTHING to do with Attitude - that's what the roleplay's for. The roll is just for how compelling the NPC finds the request itself.

The specific DC will depend on the nature of the request itself - even if you hate someone, if they ask you to move a feather for $50,000, you'd probably do it. As a house-rule, you can use the Appraise skill (DC15 + the known Attitude of the NPC) to determine the DC of said roll, or know in advance if a particular request is impossible.

DIPLOMACY CHART Hostile Unfriendly Indifferent Friendly Helpful
Well below DC Will see to it that you fail, no matter the cost May decide to sabotage you without your knowledge Will flatly refuse any request Will politely refuse or ask for payment Will do something that benefits them or appeals to their worldview
Near but not meeting DC May decide to sabotage you without your knowledge Will flatly refuse any request Will politely refuse or ask for payment Will do something that benefits them or appeals to their worldview Will do something at their own cost just to help you
Above DC Will flatly refuse any request Will politely refuse or ask for payment Will do something that benefits them or appeals to their worldview Will do something at their own cost just to help you Would die for you if you asked
Note that, from here on out, Diplomacy does NOT affect the Attitude at all. Good roleplaying and insight into the NPC's wants, motives and needs is how you manage to get what you want from an NPC.
A Note on the Lawful AlignmentA note on the Lawful alignment - this is a game about a city that is very similar to Mos Eisley, Lankhmar or Ankh Morpork. Basically, everyone is corrupt and you're more than likely going to end up committing some crimes to survive. So in this particular game, Lawful does not mean law-abiding. That's true in most games, yes, but doubly so here. Instead, think of Lawful as being bound by a strict code. Mobsters, for example, are more likely to be Lawful than Chaotic because even though they break the law, they tend to strictly adhere to a particular code of what they can and can't do, and hold family in high regard, whereas the thugs who work for them just want to get paid.
Casino Mini-GamesYou can find the rules for Casino Mini-Games here.

For any specific games, where there is a need for a particular result, you will be playing and rolling in the Dice Roller as if it was a Combat or a Skill Check.

For finding out how much money you make in a day on a particular shift, roll for your game in here. This is used as a general idea of how well you do generally over the entire shift, with some huge successes and some embarrassing failures, and how much money you make.

Season Harvest/Rainy/Sunny Day xxx of 120
Kara is... Game/Job Grim is... Game/Job
Kara has made... #gp Grim has made... #gp
Damien is... Game/Job Liana is... Game/Job
Damien has made... #gp Liana has made... #gp
Vyegger is... Game/Job Tarbin is... Game/Job
Vyegger has made... #gp Tarbin has made... #gp

Last edited by Lentil Sponge; Jun 8th, 2022 at 09:29 AM.
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Old Jun 12th, 2022, 05:01 AM
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Location Season Day
The Dead Mermaid's Casino Harvest 103 of 120
Kara is playing: Liana is playing: Vyegger is playing:
Grim is playing: Damien is playing: Tarbin is playing:

Please roll your results for this shift here. This determines what your shift earnings are. When roleplaying, you'd act as if this result is an indicator of how you've done over the entire shift, not just a single game. I've tried to make these rewards about equivalent to a low level encounter for now. By the way, I know all of you wouldn't cheat... but please don't. It'll upset me.

GebetaChoose one of the four colours and roll the corresponding dice rolls. Then, after you know your result, check your results against the opponent's results of your Highest number wins. Your earnings will be determined by the amount you win by (if you win) or whether you come second, third or last.

Silver: Roll 4d6
 


Gold: Roll 7d4
 


Jade: Roll 3d10
 


Obsidian: Roll 2d20
 


Earnings at 1st Level = Your dice result in Gold Pieces, minus the next lowest result. Maximum 33gp, minimum 1gp

Bonuses: Come first, earn an extra 10gp. Come second, earn an extra 10gp. Come third, earn an extra 1gp.
Gurna NmeshChoose one of three stances - Throw, Trip, or Sprawl. Post which approach you chose. Then roll a d20, plus a particular modifier. Compare this to the opponent's roll in the spoilerbutton. The highest result wins. If one of the wrestlers chose a stance that beats the other opponent's stance, they gain +5 to their result. If both Wrestlers chose the same stance, there is no change to the roll.

Throw: Add Strength.

Trip: Add Dexterity.

Sprawl: Add Constitution.

Throw beats Sprawl. Trip beats Throw. Sprawl beats Trip.

Opponent Description: At this time of day, the Dead Mermaid's Casino is at its most popular... and the clientele are at their most drunk. Muscular clumsy idiots encouraged by romantic and sexual partners stumble into the ring hoping to show off their raw power and brute force.

 


Earnings at 1st Level = If you won, you earn 30gp. If you lost, you earn 5gp.
Conch Shell CallChoose one of the three approaches and post which approach you chose. Then roll the corresponding check and compare your result to the opponent's result below.

Play to insecurity: Make a Diplomacy roll.

Hide the odds: Make a Knowledge Local roll.

Identify marks: Make a Sense Motive roll.

Earnings at 1st Level
 

You earn 40gp minus the Opponent's Result. If your Approach roll is HIGHER than the Opponent's result above, double this earning. If it is LOWER, halve this earning.
OrcstonesMake a Knowledge Engineering roll (you do not have to be trained to do so). Then decide which sort of Shot you want to make from the below choices, revealing as per your Knowledge roll.

Go Short
 


Go Long
 


Go for a Trickshot
 


Go to Snooker the Opponent
 


In another post, state which shot you're taking and make a Sleight of Hand check against that shot's DC. You win the payout as stated in the game. If you fail the dice check, you earn 2gp and 5sp.
BurlesqueMake an Appraise check to determine the crowd's mood. See below to determine what their mood is.

 


 


 


Then choose your Approach, and post your choice along with a Perform check. Afterwards, check what the correct approach was.

 


Earnings at first level - Roll a Perform check. Add 10 to your result and, if you chose the wrong approach, divide THAT result by two. The result is your earnings in GP.
Waiters, Bartenders, Cleaners & BouncersMake a Profession roll to make money as a Waiter, a Bartender, a Cleaner or a Bouncer for the day. You do not require training. You earn double your result in silver pieces.

There is 2d8 Troublemakers. They will each have a number assigned to them, starting at 2 and going to 18. Roll either Perception or Knowledge Local (only one of these) to identify these Troublemakers. Then compare your result to the table below to determine how your earnings are altered.

 

Last edited by Lentil Sponge; Nov 7th, 2022 at 09:26 PM.
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Old Jun 12th, 2022, 07:43 AM
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Damien will serve as a Conch Shell Call attendant.

Dice Play to Insecurity (Diplomacy):
1d20+9 (13)+9 Total = 22


Earnings: 68 gp
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Last edited by Touketsu; Jun 12th, 2022 at 07:44 AM.
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Old Jun 12th, 2022, 08:54 AM
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From dice rolling thread. A 25 skill check but missed on appraise 35/2 is 17.5 gp.
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Old Jun 12th, 2022, 09:20 AM
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Liana will use her Zealot's aid another to boost an ally who does the combat game or the conch shell game.

Anyone who is willing to join her collective except the half orc. I'll assume she can boost just one person per work shift unless Lentil says otherwise. If you appreciated her aid, slip her a few coins as the burlesque tribe was brutal.

 


 

Last edited by CatCanCook; Jun 12th, 2022 at 10:07 AM.
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Old Jun 12th, 2022, 09:31 AM
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Quote:
Originally Posted by CatCanCook View Post
Liana will use her Zealot's aid another to boost an ally who does the combat game or the conch shell game.

Anyone who is willing to join her collective except the half orc. I'll assume she can boost just one person per work shift unless Lentil says otherwise. If you appreciated her aid, slip her a few coins as the burlesque tribe was brutal.

 


 
1 other person for aid another is correct. And you are free to redo the burlesque now we've fully sorted out how it works or doesn't work.
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Old Jun 12th, 2022, 09:35 AM
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Before I roll anything for Gurna Nmesh can Tarbin apply any combat Manuever bonuses that he might have from feats/traits/background or is it purely based on stats?
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Old Jun 12th, 2022, 10:00 AM
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If there is no objection with picking the same game as someone else, Conch Shell Call would also be the best fit for Grim.

Dice Diplomacy - Play to Insecurity:
1D20+16 (8)+16 Total = 24


With aid from Liana's Aid Ally (+5)
Earnings: 68GP

Last edited by Dylan Scott; Jun 12th, 2022 at 10:01 AM.
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Old Jun 13th, 2022, 02:54 AM
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As long as a chokeslam can count as a throw, Vyeggar will roll some strength. And since it looks like games are being rolled here (yes?), I'll do that too.
Dice Throw (+str):
1d20+3 (18)+3 Total = 21


Yeah that's pretty good. 21 throw beats 18 throw. 30gp win, divided by 3 = 10gp take home.
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Last edited by Noquarter19; Jun 13th, 2022 at 02:55 AM.
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Old Jun 13th, 2022, 03:24 AM
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Shift 1 - Gurna Nmesh
Dice Trip:
1d20+2 (5)+2 Total = 7

**and looks like Tarbin trips himself

Last edited by Alatere; Jun 13th, 2022 at 03:25 AM.
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Old Nov 7th, 2022, 10:20 PM
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Location Season Day
The Dead Mermaid's Casino Harvest 103 of 120
Kara is playing: Liana is playing: Vyegger is playing:
Grim is playing: Damien is playing: Tarbin is playing:

Please roll your results for this shift here. This determines what your shift earnings are. When roleplaying, you'd act as if this result is an indicator of how you've done over the entire shift, not just a single game. I've tried to make these rewards about equivalent to a low level encounter for now. By the way, I know all of you wouldn't cheat... but please don't. It'll upset me.

GebetaChoose one of the four colours and roll the corresponding dice rolls. Then, after you know your result, check your results against the opponent's results of your Highest number wins. Your earnings will be determined by the amount you win by (if you win) or whether you come second, third or last.

Silver: Roll 4d6
 


Gold: Roll 7d4
 


Jade: Roll 3d10
 


Obsidian: Roll 2d20
 


Earnings at 1st Level = Your dice result in Gold Pieces, minus the next lowest result. Maximum 33gp, minimum 1gp

Bonuses: Come first, earn an extra 15gp. Come second, earn an extra 10gp. Come third, earn an extra 5gp.
Gurna NmeshChoose one of three stances - Throw, Trip, or Sprawl. Post which approach you chose. Then roll a d20, plus a particular modifier. Compare this to the opponent's roll in the spoilerbutton. The highest result wins. If one of the wrestlers chose a stance that beats the other opponent's stance, they gain +5 to their result. If both Wrestlers chose the same stance, there is no change to the roll.

Throw: Add Strength.

Trip: Add Dexterity.

Sprawl: Add Constitution.

Throw beats Sprawl. Trip beats Throw. Sprawl beats Trip.

Opponent Description: Weirdly enough, as the day continues, there are an awful lot of halflings that appear. It turns out that the University of Julianople has a wrestling team, and some of the rowdier, less educated members want to blow off some steam, show off the expertise of halflings defeating larger opponents, and look at hot tallfolk while they're at it.

 


Earnings at 1st Level = If you won, you earn 30gp. If you lost, you earn 5gp.
Conch Shell CallChoose one of the three approaches and post which approach you chose. Then roll the corresponding check and compare your result to the opponent's result below.

Play to insecurity: Make a Diplomacy roll.

Hide the odds: Make a Knowledge Local roll.

Identify marks: Make a Sense Motive roll.

Earnings at 1st Level
 

You earn 40gp minus the Opponent's Result. If your Approach roll is HIGHER than the Opponent's result above, add 10gp. If it is LOWER, halve this earning.
OrcstonesMake a Knowledge Engineering roll (you do not have to be trained to do so). Then decide which sort of Shot you want to make from the below choices, revealing as per your Knowledge roll.

Go Short
 


Go Long
 


Go for a Trickshot
 


Go to Snooker the Opponent
 


In another post, state which shot you're taking and make a Sleight of Hand check against that shot's DC. You win the payout as stated in the game. If you fail the dice check, you earn 2gp and 5sp.
BurlesqueMake an Appraise check to determine the crowd's mood. See below to determine what their mood is.

 


 


 


Then choose one of the three Approaches.

Something Traditional: This is a crowd that likes what it likes. There's a way of doing things, and that is how it will be done.

Something Experimental: This is a crowd that has seen it all before. But maybe there's something you can do that they haven't seen.

Something Saucy: This is a crowd of horn-dogs, nymphos and rubberneckers. We're all nothing but mammals - even jokes about it will do at this point.

 


Earnings at first level - Roll a Perform check. Add 20 to your result and, if you chose the wrong approach, divide THAT result by two. The result is your earnings in GP.
Waiters, Bartenders, Cleaners & BouncersMake a Profession roll to make money as a Waiter, a Bartender, a Cleaner or a Bouncer for the day. You do not require training. You earn double your result in silver pieces.

There is 2d8 Troublemakers. They will each have a number assigned to them, starting at 2 and going to 18. Roll either Perception or Knowledge Local (only one of these) to identify these Troublemakers. Then compare your result to the table below to determine how your earnings are altered.

 
Diamonds and DirtDiamonds and Dirt is a card game of bluffing, luck and strategy, coming from goblins who bet on whether they have Diamonds or Dirt. Players receive 10 cards and swap an agreed number of cards between each other after a minute of uninterrupted talking each, determined to have all of the Diamonds and none of the Dirt. All you have are your words and the way you lay out your cards to protect your Diamonds.

You will receive d10 number of diamonds. Then you can make either a Bluff roll to convince your opponent not to take any of your Diamonds, or a Sense Motive to figure out how many Diamonds the opponent has. Generally, if you only have a few Diamonds, it is best to make a Sense Motive check, while having lots of diamonds is best to protect the diamonds you have.

 

 

 

 

 

 

 

Earning at first level: The number of diamonds you have at the end of the game, times 5, is your earnings in GP.

Last edited by Lentil Sponge; Nov 27th, 2022 at 09:34 AM.
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Old Nov 7th, 2022, 11:01 PM
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Gonna change things up a bit and do the conch shell game. As Kn: Local is my best bet here, I will see how Hiding the Odds goes.
Dice Kn: Local (conch shell - hide the odds):
1d20+5 (11)+5 Total = 16

Did he win? Did he lose? It is a mystery!
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Last edited by Noquarter19; Nov 7th, 2022 at 11:03 PM.
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Old Nov 8th, 2022, 12:42 AM
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Well, I asked for a game that involved bluffing -- so Diamonds and Dirt it is.

OK -- this is what she does if she gets 5 or more diamonds:

5 or moreProtect her diamonds!

Dice Aid Another (self) - Bluff DC 10:
1d20+8 (10)+8 Total = 18


Got the +5.

Going for the safe shot DC 15 bluff, instead of the risky DC 25 bluff.

Dice Bluff DC 15:
1d20+13 (17)+13 Total = 30



And if she gets 4 or less diamonds, try to take the opponents diamonds.

4 or less Ok, this is *not* a strength

Dice Aid another (self): Sense motives vs DC 10:
1d20+0 (17)+0 Total = 17


Still got the +5, but that's all she's got.

Dice Aid another (self): Sense motives vs DC 15:
1d20+5 (11)+5 Total = 16



OK -- so I don't know how many diamonds she got, but I've picked and committed to a strategy. Her rolls were lucky across the board -- even with her weak Sense Motives skill -- and her Bluff skill check is world-class.

Last edited by CatCanCook; Nov 8th, 2022 at 12:49 AM.
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Old Nov 10th, 2022, 08:08 AM
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I misspoke in my message when I said Damien will return to bartending. I forgot he decided to serve as a Conch Shell Call attendant last time; I'll do it again this time.

Dice Play to Insecurity (Diplomacy):
1d20+9 (3)+9 Total = 12
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Old Nov 10th, 2022, 01:50 PM
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The Conch Shell Call is still the best choice for Grim so will stick to what he knows for now, hopefully earn back what he lost last time and Hope the Redhead isn't back again tonight

Dice Diplomacy - Play to Insecurity:
1D20+11 (8)+11 Total = 19


Adjusted Result with Liana's Aid is 24

Last edited by Dylan Scott; Nov 10th, 2022 at 06:43 PM.
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