I thought a bit about how the current roleplaying rules would work in a casual-but-still-competitive tournament. My feeling is that the Ante Manipulation abilities (page 26 of the rulebook) aren't right for tournament play. They're OK in a home setting where players are accustomed to picking on each other week after week, but they're both vindictive and distinct from the way the game usually takes players' money, so no Ante Manipulation abilities in this tournament.
To help the fighter/barbarian types who are most likely to have the Threats & Promises ability we just ruled out of the tournament, here's a new Card Draw ability that's for characters with muscles. Like the other Card Draw abilities, Getting Angry Now lets you draw two cards when it triggers.
Getting Angry Now
Pre-requisite: Strength 16+
Trigger: You just lost a gambit with the
second-strongest flight, or tied for second.
I'd say it makes perfect sense to let it be used if you're the second weakest when the Druid has awarded the gambit to the weakest. You're gonna be angry.
3DA Archetypes
Drow Rogue
Card Draw: Versatile Trickster
Dragonborn Fighter
(Player chooses their color!)
Card Draw: Draconic Ancestry
Card Draw: Desperation [[but only usable once per
game]]
Gnome Bard
Card Denial: Cutting Words
Card Draw: Fast Hands
Half-elf Paladin
Card Draw: Inspiring Leader
Half-Orc Barbarian
Card Draw: Getting Angry Now
Card Draw: Desperation [[but only usable once per
game]]
Halfling Rogue
Card Draw: Gambling Background
Human Cleric
Card Draw: Blessing of the Trickster
High Elf Wizard
Card Denial: Mystic Discouragement
Card Draw: Practice Counts
Wood Elf Ranger
Card Draw: Desperation
Card Draw: Practice Counts
Other heroes…
The halfling rogue’s ability is
fine for any player character who has a lot of experience gambling.
The half-orc barbarian’s
abilities work for any strong fighter-type.
The wood elf ranger’s abilities
work for any character who otherwise doesn’t belong at these tables!