| Post/Author/DateTime | Post |
|---|---|
| sTuMpY10-13-06, 04:48 PM | could someone post the rules for ale for me please because i dont have the book with them in? |
| DarthMarasmus10-13-06, 05:25 PM | I treat it as a very low level poison. I've never actually seen rules for it in any book, but what I do is they roll a Fort save (DC 5 for the first drink) and add 3 to the DC for every additional drink. For stronger drinks, I add a little more for each successive drink, for example, DC 5 for the first drink, DC 8 for the second, DC 13 for the third, DC 18 for the fourth, DC 25 for the fifth, and so on. Every drink after the 2nd or 3rd (depending on the strength of alcohol) imposes 1 point of Int and Wis damage, thereby making Cha checks and such more effective against that person. I think that maybe according to the rules, each drink does a little bit of subdual damage (I only think that because when I played The Temple of Elemental Evil on PC, I was taking subdual damage during the drinking contest), but I don't know how much. Hope that helps. |
| sTuMpY10-13-06, 06:17 PM | thanks |
| roll8dn10-13-06, 07:01 PM | If memory serves me right, there are rules in the Arms and Equipment Guide from 3.0 edition for drinking, and it details several "common" types of D&D drinks. I don't know if it is still in print (or if you want to shell out $20+ just for drinking rules) but I am reasonably sure that I saw some in that book. Sorry I wasn't more helpful. |
| MerlintheTuna10-13-06, 08:29 PM | I'm certain I've seen a table in one of the 3.5 books, because I remember being amused that Dwarven Ale was listed as 2 DC higher than normal ale -- which corresponds to the +2 bonus vs. poison that Dwarves get. |
| icnivad10-13-06, 08:41 PM | according to the arms and equipment guide: make a fortitude save vs the type of alcohol (most are DC 11-13) "the first drink an hour imposes no penalty on the fort save. The second drink consumed within the hour imposes -1, and penalty doubles every drink (ie, 3 is -2, 4 is -4) A character who fails takes 1d2 points of temp ability damage to both wis and dex. A character who reaches 0 wis passes out. a character who reacher 0 dex "collapses into a drunken wreck but remains in a blurry state of consciousness". If both ability scores reach 0, the character could possibly suffer the effects of alcohol poisoning which requires a fort save with the DC of the highest type of alcohol. on a failure, the character takes 1 pt of temp constitution damage every 10 minutes until death, unless stomach is purged. Character regains 1 point of dex and wis every hour and feels terrible. Neutralize poison negatates the damage, but not the hangover. |
| Sildatorak10-13-06, 11:02 PM | The fort save for drinks is pretty dumb, IMO. In the real world people generally get about the same amount of intoxication from the same number of drinks time and time again. There is a little variation based on what they've eaten recently, etc, but for the most part I think you're better off bypassing the save entirely. If you're looking for something that is moderately close to reality, you should know that the body can deal with about 1 drink per hour with little noticable effect. Once you go beyond that you start to lose coordination, reaction time drops, and you generally become less aware of your surroundings. Dex and Wis are the stats that should be hit by drinking, and I think that this formula works out well: Hours of drinking-drinks consumed=penalty to dex and wis. |
| petebob10-14-06, 01:23 AM | Tournament, Fairs, and Taverns PDF has great rules on ale, drinking, and drinking games. It is well worth it to pick up, should be on most of the download sites. We had one gaming session totally devoted to a tournament in honor of Kord. There was the general bow, fighting, and jousting. But the hit of the tourney was the winner-take-all DRINKSMASH Tourney! I won't go into too much detail, but it's essentially a game involving two players, alternating punches, and alot of dwarven ale. Last one standing wins. DRINK! SMASH! DRINK! SMASH! DRINK! SMASH! |
| Lunas_Argent10-14-06, 03:21 AM | The fort save for drinks is pretty dumb, IMO. In the real world people generally get about the same amount of intoxication from the same number of drinks time and time again. There is a little variation based on what they've eaten recently, etc, but for the most part I think you're better off bypassing the save entirely.I think we're forgetting about a little thing called tolerance.I.E., Legoland the elf weighs slightly less than Gimlet the dwarf, who weighs less than Tito the human. They all take shots at the same rate. Legoland falls first due to his lighter body mass. Tito outweighs the dwarf, but still falls second, leaving the Dwarf (an alcaholic since highschool) as the victor. Scene 2. Legoland Gimlet and Tito all meet at Legolands house for some dubious looking "elven Pipe Weed" (anyone else catch that in LotR). Gimlet is intoxicated very soon, while Tito takes a little longer. Legoland continues to smoke all night long, since he has been on "elven pipe weed" since he also was in highschool. So does each character recieve Fort bonuses or penalties based on these tolerances or could someone possibly acquire chemical tolerance as a feat? Feat: Head Allows a bonus on saves against fumes, smoke, or gaseous attacks. Prerequisites: Must take appropriate chemical dependancy (Addiction)as a character flaw. Benifit: Allows a save bonus equal to your constitution bonus + hit dice on all saves against fumes, smoke, or any kind of gaseous attack. Feat: Lush Allows a bonus on saves against imbibed poisons Prerequisites: Must take appropriate chemical dependancy as a character flaw. Benifit: Allows a save bonus equal to your constitution bonus + hit dice on all saves against imbibed poisons Character flaw: Addiction...??? |
| White_Wizard10-14-06, 05:00 AM | The fort save for drinks is pretty dumb, IMO. In the real world people generally get about the same amount of intoxication from the same number of drinks time and time again. There is a little variation based on what they've eaten recently, etc, but for the most part I think you're better off bypassing the save entirely. If you're looking for something that is moderately close to reality, you should know that the body can deal with about 1 drink per hour with little noticable effect. Once you go beyond that you start to lose coordination, reaction time drops, and you generally become less aware of your surroundings. Dex and Wis are the stats that should be hit by drinking, and I think that this formula works out well: Hours of drinking-drinks consumed=penalty to dex and wis. Well, in real world usually heavier people can drink slightly more drinks than smaller people. But it's mostly a matter of being used to drink or not. Fort save vs increasing DC is fair and simple. After all we're playing, not simulating reality 100% (or wizards would be a bunch of walking lunatics babbling silly words and gesturing even sillier in strange garments) |