| Post/Author/DateTime | Post |
|---|---|
| gamerd0rk05-21-06, 07:43 PM | So, what are they? I can't them in any of the core rules, and I would like to know how this whole area would work in the game. |
| LCD2YOU05-21-06, 07:49 PM | Alcohol does the following: 1: Makes you stronger 2: Makes you wiser 3: Makes you irresistable to what ever sexual partner you want 4: Raises your Charisma by +10 or doubles it, go Paladins! 5: Improves hand-eye coordination 6: Has nothing to do with this thread (I am sober) Not. Except for #6 which is true. Unless Iced Tea ferments. |
| LCD2YOU05-21-06, 08:10 PM | The real reason the Core rules dropped the Alcohol tables was to appease those who think that DnD is evil enough. I use the stuff from 1st Ed AD&D, slightly modified for 3.5 of course. |
| TheChilliGod05-21-06, 08:14 PM | Alcohol is, arguably, a poison, correct? Or would it be more like a drug...? Anyway, if we're talking about poisons, make the save DC something very low, because you almost never get drunk on the first pint (maybe an increasing DC as you drink more), and the effects be Initial 1d2 Wis (you're wacked out of your mind) and 1d2 Dex (You lose your centre of balance and fall around a bit). I think the Arms and Equipment guide has something on alcohol, maybe you should check up on that. |
| Seeker9505-21-06, 09:13 PM | All the alcohol d20 info you need: The Taverner's Trusty Tome (http://www.rpgnow.com/product_info.php?manufacturers_id=295&products_id=1942&). A wonderful resource if you're into this element of the game. |
| E. Ravenwood05-22-06, 12:56 PM | Finding the effects of alchohal is easy enogh online, although the Arms and Equipment Guide has a small section in one of its chapters about food and provisions, which includes some forms of beer, ale, mead, wine, and motor oil :D In my own games, I just use my own table: Common Ale/Common Wine*: FortNeg-DC10 If Fort save fails, -1 to Wisdom. Fort Save increases by 1 for every previous Fort Save missed. If he fails his Fort Save for the second round, -2 to Wis, and so on and so forth until Wis is down to 0, and he is now passed out. At which point he must roll another Fort Save of DM's descression, if he fails this time, he has Alchohal Poisoning** Common Whiskey*: FortNeg-DC12. If Fort Save fails, -1 to Wisdom. Fort Save increases by 2 for every previous missed. If the PC fails his Fort Save for the second round, -2 to Wis, failed 3rd, -4, failed 4th, -8, and so on until Wis is down to 0, and he is now passed out, and you know the rest... *= per tankard, glass, dram, flagen, etc, etc... *= Alchohal Poisoning - PC is Sickened and has a Perment -2 to Con and Wis until he is either healed by a Remove Disease, or lets it run its course, which can last up to 1-4 days, depending on the PC's Constitution. PC must make fort save 10 every so often to keep contents of stomach down, and could possibly be Weakened if he/she can't keep food down long enough to digest it. |
| OravennasBrother05-22-06, 03:21 PM | Alcohol does the following: 2: Makes you wiser. I suppos teh next thing you'll ne telling me is your name is Bud. :rimshot: |
| hmmmm05-22-06, 03:29 PM | I think that this was in The Book of Vile Darkness, but I am not to sure. |
| gamerd0rk05-22-06, 06:51 PM | Alright, ill check those sources out, and if all else fails, Ill whip out version 1. |
| purpledragon05-22-06, 06:52 PM | I think about a year ago there was a dragon magazine that had a really nice article on the effects of alcoholic drinks and how to apply them to game. I don't know what that article's name or which dragon mag it was in, however. |