Drunkenness... [Archive] - Wizards Community

Post/Author/DateTimePost
LeeAlucard

01-02-08, 11:46 PM
Are there any rules about drunkenness out there? I couldn't find any, and it would be handy for things such as barfights...
Wih

01-03-08, 09:15 PM
Are there any rules about drunkenness out there? I couldn't find any, and it would be handy for things such as barfights...

Try Arms and Equipment Guide. From memory, it's one save per hour which goes up based on how many drinks you've had - a failed save gives you 1d3 dex and wis damage. Drop to 0 dex, you can't move, drop to 0 wis, you're in a stupor. Drop to 0 in both and you get alcohol poisoning and take some amount of con damage, IIRC.
Watsyurname529

01-03-08, 09:25 PM
Here is the system of rules for drinking I use in a couple games I DM on RPoL (www.rpol.net) It's looks complex but it's easy to understand.


Instead of the usual save then ability damage, which treats alcohol as a poison, people will have a alcohol tolerance. This prevents a warrior becoming drunk very quickly when unlucky.
The threshold is equal their constitution score. But is modified by other factors. A bonus to a save vs poison is added, the endurance feat gives +4, the hard drinking feat (new feat) doubles the number. Size also adjusts it, with double for each size larger than medium, and half for each size smaller.

Drinks are given a value dependent on size and strength.


shot glass/mouthful 1 water 0
small glass (cup) 2 weak beer 1
mug/glass (pint) 4 regular beer 2
wineskin (pint) 4 wine 4
large flagon (quart) 8 strong wine 6
jug (two quarts) 16 spirit 10
large pitcher (gallon) 32 strong spirit 12
keg (3 gallons) 96 dwalf spirits 14
small barrel (10 gallons) 320
large barrel (40 gallons) 1280


Final strength is size multipied by strength.

A person becomes more drunk as the amount of drink crosses their threshold. They get more drunk depending how far past they are. Each time a person drinks their threshold they move to the next stage of drunkenness. Every hour after you drink, you move down one stage of drunkenness.

The stages are:
Tipsy: Judgment slightly impaired, but no noticeable effects. -1 penalty to attack rolls, skill checks, ability checks, and reflex saves. No effect on movement or hit points. Must make a concentration check (DC 10+spell lvl) to cast spells or take similar actions.
Merry: Inhibitions lower, voices raise, and balance wavers slightly. -2 penalty to attack rolls, skill checks, ability checks, and reflex saves. +1 temporary hit point per hit die. No effect on movement. Must make a concentration check (DC 10+spell lvl) to cast spells or take similar actions.
Drunk: Dizzy and disoriented, words slurred. . -4 penalty to attack rolls, skill checks, ability checks, and reflex saves. +2 temporary hit point per hit die. Can safely take one standard action each round, but must make a balance check (DC 10) to both move and take an action. Falls down on a failure. Must make a concentration check (DC 15+spell lvl) to cast spells or take similar actions.
Hammered: Can’t walk in a straight line, generally incoherent. -8 penalty to attack rolls, skill checks, ability checks, and reflex saves. +3 temporary hit point per hit die. Can safely take one standard action each round, but must make a balance check (DC 10) to both move and take an action. Falls down on a failure. Must make a concentration check (DC 20+spell lvl) to cast spells or take similar actions.
Wasted: Communication is nearly impossible, as is standing up. -16 penalty to attack rolls, skill checks, ability checks, and reflex saves. +4 temporary hit point per hit die. Must make a concentration check (DC 25+spell lvl) to cast spells or take similar actions. Character is nauseated, and the only action he can normally take is a single move or move-equivalent action per round. A character who is plastered can, however, choose to take one standard action other than a movement, but is then stunned for the next 1d6 rounds.
Unconscious: Character is unconscious, usually from sickness or extreme dizziness and confusion.
PenderGrass

01-04-08, 02:31 PM
If you're not opposed to it, the 1st edition DMG has some good rules about the effects of drinking too much. They are also easily adaptable to any edition to come down the chute, so far.

:dragon:
*****
LeeAlucard

01-04-08, 05:34 PM
I don't have the first ed. DMG. What's it say?
PenderGrass

01-04-08, 08:24 PM
I will try to get a good summary up in the next couple days for you.

:dragon:
*****
Someone

01-05-08, 01:48 AM
I kinda liked the houserule treating it like a "poison" with a low to moderate save DC (based on how strong the drink was) that did 1 Dex and Wis, and your abilities came back at 1 an hour rather than 1 a day.
PenderGrass

01-06-08, 07:00 PM
I don't have the first ed. DMG. What's it say?
First edition DMG had a very simple system.

There were 4 levels of intoxication - Slight; Moderate; Great and Beyond Great.

Slight intoxication adjusted the bravery, morale, intelligence and wisdom. Bravery and morale would go up. Intelligence and wisdom would drop.

Moderate intoxication adjusted the same as Slight, but impacted them more so. Moderate also dexterity, charisma, attack dice (think BAB) and hit points. Hit points, bravery and morale would all increase, while the others would all be negatively impacted.

Great was as per Moderate, with even larger modifiers.

Beyond Great was comatose.

They also used a recovery from intoxication table that had modifiers for those that used stimulants (i.e., coffee) to help recovery time.

Whether you wish to use a more simplistic system or a more complicated system (as per the one on page 32 of the Arms & Equipment Guide) is up to you - either does the job fairly well - but also don't forget that you can use your own custom-designed system if you want.

:dragon:
*****