Alcohol system and Drunken Masters [Archive] - Wizards Community

Post/Author/DateTimePost
Macrovore

04-30-07, 09:37 AM
I'm using this alcohol system in my Eberron game, which I borrowed from someone else's game on rpol.net. I'm not sure where they got it.

These rules only apply to drinks labeled as beverages. Poisons are unaffected by these rules.

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.

Sizes of Alcohol
shot glass/mouthful 1
small glass (cup) 2
mug/glass (pint) 4
wineskin (pint) 4
large flagon (quart) 8
jug (two quarts) 16
large pitcher (gallon) 32
keg (3 gallons) 96
small barrel (10 gallons) 320
large barrel (40 gallons) 1280

Strengths of Alcohol
water 0
weak beer 1
regular beer 2
wine 4
strong wine 6
spirit 10
strong spirit 12
dwarf spirits 14
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.

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 10+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 10+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 10+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.

And Now, I have 2 questions about it.
1. how is this system? is it balanced? to weak? to strict? or what?
2. how should this system interact with the "drink like a demon" class feature, and other Drunken Master class features?
CuttinCurt

04-30-07, 03:31 PM
I didnt see a strength given to each stage such as... Tipsy= exceeding alcohol strength 20/hour.

This would help us gage it better, and second, there should be an onset time such as poison has. Lets say, if we take the tipsy description above, then once strength lvl 20 is reached, then 10 minutes later +1min per con bonus, the (-) effects take place.

Or you could say that you must first exceed 2x your con score before the effects take place, thus, giving you a good scale for the weaker characters getting drunk faster than the stronger ones, and it takes away the onset time which can bog things down.

Such as this... A person with a 10 con, is drinking with an 18 con person. The tipsy score is a 10. So at 20 alcohol points, the 10 con person is just getting tipsy, but the con 18 hasnt felt a thing yet. But at 36, the 18 con person is tipsy, but the 10 con is almost falling over in his seat.

Just some ideas if you use this system. That is what first came to mind for me. I like the drunk tables being related to your con score better than the con modifier idea. But I thought I would give you a few different options if you liked them.

CC

In addition, if I were to use the 2nd system I mentioned, which is based on 2x your con score, then the scale would be like this for me...

Tipsy = 5
Merry = 10
Drunk = 15
Hammered = 20
Wasted = 25
unconcious = 30

The effects take place as soon as the alcohol points exceed 2x Con score + the drunk rating.
CuttinCurt

04-30-07, 03:48 PM
you can give racial modifiers as well, such as dwarves get 4x con score for resisting the effects of alcohol, Orcs/halforcs =3x, elves/halflings=1.5x.

Hehe, I am just having a brainstorm now...

other races should be based on realism... :D go fancy that, realism in a fantasy game...

CC
Macrovore

04-30-07, 03:49 PM
I think you're misunderstanding the tolerance rules (or maybe not. i don't know)
A person's alcohol tolerance is equal to their CON score (NOT their modifier). Every time they drink an amount of alcohol points, they reach the next stage of drunkenness. For example, a human with 16 CON who drank 2 mugs of ale (8pts each) would be Tipsy.

And the tolerance is modified by resistance (not immunity) to poison, and the Hard Drinker feat (a new feat exclusive to this system) doubles the CON score for purposes of someone's alcohol tolerance.

Also, I have allowed Drunken Masters to add their class level to their tolerance, as an added benefit to their boozin'
Macrovore

05-02-07, 10:20 AM
so...no questions, or anything?
korcheck

05-02-07, 06:41 PM
The problem I see with the straight con score is that even though I don't drink alot and I would consider myself to have a con score in real life above an 11 I can put away a 6 pack of real german hefeweizen (nearly twice the alcohol % as american beer and four times better) and only be tipsy. If I used the system I would make it 2x your con.
Macrovore

05-02-07, 10:13 PM
maybe.
and how would a monk/drunken master with poison immunity work with this?