I'm gonna make a new dice campaign based fully off gambling! Basically, you bet money. Then, if you win by getting a number higher than the Omniron, a machine with a number stored in it's head, nothing happens and you get double your money. If you lose and get lower, a battle starts in a dreamworld since this entire thing is set in an Oculus VR game, and getting killed results in a loss of 200$. You have to win 10 rounds of Omniron, not battles,(the whole game is until someone wins 10 rounds) using rolled stats. Once someone wins 10 rounds, the game ends, and the person with the most cash wins, not necessarily the person with 10 wins. You lose if you get killed 5 times, and also lose if someone else wins while you are doing battle (Most battles take two rounds.).

If you have no more money to bet, you can bet "Potential Money" and get double back whatever you bet (max 1000 dollars) make a DC 20 save and if you make it, you get 2x whatever you asked. If you lose, you are out but can comment in OOC threads and react to the game. If you continue to post IC once out you will be RP banned. I'm very serious about this.

Order of Starting is 1d4 for atmospheric luck. This will be rolled by me as it affects all players.(1=Super Unlucky (-3 to Luck),2=Unlucky (-1 to Luck),3=Lucky (+1 to Luck),4=Super Lucky (+3 to Luck)
Next, roll luck. 1d10 plus atmospheric luck makes your modifier for the game by taking the total and dividing it by 2 then rounding down. If Super Lucky is active, round up.

After that, roll a 1d12+Atmospheric Luck+Luck Modifier for starting cash

Next, roll a d20 for strength/agility/intelligence (Choose one to fuel your attacks. Only one can be used for attacks. The other two will be used to make your character's life easier. Calculate Modifiers for those like you would in DnD because the bonuses and minuses are the same. Armor class is found by rolling a d20, or you can just go with 13. You can increase it with items gained from battle for extra security during ones in the future at the cost of a round win. Health is calculated by rolling a 1d20+Luck Mods+Atmospheric Luck and multiplying that by .75 .

Lastly, the Turn Phase. Roll and add your modifier. I will announce the DC after you do and if it is higher, you win. Otherwise, you lose and enter a battle. If you roll a perfect roll, or 20, it's a +2 to your next roll. Likewise, a 1 will result in -2 to your next roll. A perfect roll in battle results in a crit, which is 2x damage and usually enough to win immediately until later rounds, as enemies progressively get harder as rounds go on. A 1 results in an automatic loss and 500$ dollars lost instead of the normal 200$. Enemies get trickier to deal with every 5 battles initiated so it is in your best interest to get the game over with fast.

I will discuss more on battle when we get to it.