The way I see it this isn't about making money. It seems more to me to be about creating a facet of a character that helps define them. not every session is about grand adventure - a case in point, one of my most memorable scenes is of my mage sitting atop the thatched roof of a peasant couple trying to explain to them that he really doesn't want to hurt them, and could they please put down the pitchforks before they hurt themselves, he just wanted to purchase some feed for his horse. that session took an entire game session, between the two other players trying to first catch up and then defuse the situation without hurting anyone. none of it was high adventure, but it is still my favourite moment from that particular questline. (before anyone says anything, I would like to say it was a hugely fun quest line - involving a king jealous of his daughters purity, trying to get us killed off before we could 'corrupt' his offspring, a dragon hunting us down(possibly in cahoots with the king), and having to come out on top regardless of the fact that we were set up on numerous occasions by our prospective father-in-law.) In this case, a player has made a character that wants to make a quick buck - he has skills on his sheet, and its not hard to set a premise of trying to find a game in every tavern or inn he frequents. One or two hands/casts of the die later, and its exstablished, so now it takes a back seat to the game going on around him. if the rest of the party is in the inn and playing out an important scene (for them, if not for the story) then he is in the back, rolling a few die in chat between others lines of dialog. If there is no call for a scene in a tavern, then a simple roll against a gambler profession skill (worked out as a normal profession skill check as per the players handbook) can suffice to see if you made or lost money that day. even making such a roll with 0 ranks, you still add wisdom to the roll, and of course synergies count. if you use luck as a hard stat, it can modify the roll of a dice game as can a +2 synergy bonus for 5 ranks in sleight of hand, and if the player is playing cards, a nice easy synergy bonus of +2 for 5 ranks in bluff, +2 for 5 ranks in sense motive, and a +2 for 5 ranks in sleight of hand is reasonable. of course, 'cheating' (using the +2 bonus from sleight of hand) has the risk of getting caught, meaning you have to figure that out with your DM if it happens, and what kind of roll constitutes getting caught.