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| #1lametrainJun 29, 2008 21:07:29 | I see all of these different adventures start in taverns, bars, etc. but when scanning though the different 4e books I have not seen a single rule about drinking. I was wondering if anyone had made any house rules on the effects of alcohol on a PC such as lowered wis, int, dex per serving. Everyone else gains a bonus to their Charisma score maybe? I was also thinking that there could be some sort of "I've passed out and have woken up in some unfamiliar place" d% list? Any help on this would be fantastic. |
| #2TiberienJun 29, 2008 21:32:55 | Well, depending what they are drinking, saying cumulative -1 for each drink after the first one or two in a 60 minute period for normal beer, mead, wine, whiskey works well. Sometimes for the well aged, very excellent elven wine, dwarven ale etc I'll include the first. Then at high levels there's ambrosia which is basically 1 drink puts you into euphoria (helpless but loving it) for 30 minutes or so unless you are a god then it's as excellent elven wine. If you are a god then just see the excellent elven wine for ambrosia's effects but enjoy the "rush" greatly. Now, most of the time people don't slam it down, but if you've ever seen someone who just had 5-10 shots stumble about, you know -5 or -10 is pretty accurate. Sometimes, if the character is a serious alcoholic, increase the sober limit to the first 4-5 with normal stuff. I also suggest the use of a remove affliction ritual (or neutralize poison in earlier editions) ... the next morning after a binge to clear the hangover effects (-2 to everything for 1 hour per drink you had). ;) |
| #3squarecircleJun 30, 2008 15:27:10 | I believe you want this: http://www.strolen.com/netbooks/Alcohol.txt It is technically "generic" although it was built with 2e in mind. Regardless, there is tons of information there, and certainly something that you might be interested in. |
| #4KruskJun 30, 2008 16:01:07 | Thats one of those things I leave up the player to decide. THey can be as drunk as they want off of as many drinks as they want, and then sober up as fast as they want. As for cost, I say pay whatever you want, ammount paid reflects quality. |
| #5pigknightJun 30, 2008 16:23:10 | My players love Dwarven Vodka, 99% alcohol, surpisingly they never drink it. They give it to the fireplace during a bar fight. |
| #6dr_naforkJun 30, 2008 16:40:40 | My house rule : Alcohol (Medium-Light drink) You spend an healing surge but you doesn't get any HP from it. You get Temporary HP equals to your Surge value. This doesn't count as your Second Wind. If you doesn't have any Healing surge remaining, you get these effects: -1 Attack Roll -1 Will et Reflex -1 Skill checks +1 to your Fumble range You still get Temporary HP Used wisely, it can be useful in an hard fight. This effect end with a Saving Throw against Poison. (only one drink each hour) (Dwarves get a bonus to Poison Saving Throw :P ) The night will not be considered as an extended rest if the character still has drinks effect when he woke up. Other effects : Endurance check (with your reduced skill check) |
| #7lametrainJun 30, 2008 21:08:11 | Thanks for the great suggestions guys. I am planing on making a "When you pass out drunk here's where you wake up" list where you use a d% to determine where you wake up after a night of hard drinking. Some suggestions I have are: 1-30 On the bar floor 31-35 In nearest wilderness area 36-40 In nearest wilderness area naked 41-45 In an animal pen 46-50 In an animal pen naked 51-55 With a Half-orc (or dwarf if no half orcs avalible) 56-60 Naked with a Half-orc (or dwarf if no half orcs avalible) 61-65 Town square or other central gathering place 66-70 Town square or other central gathering place naked ... 95-100 DM's choice Some help on |
| #8rowlJul 01, 2008 3:57:23 | Endurance check modified by the number and potency of drinks per hour; -1 per drink of moderate potency (mild potency = 2 moderate), -2 per drink of strong potency, go with Easy DC from DMG42. Each failed check adds a cumulative -1 to attacks, defenses, and skill checks until an extended rest (or remove affliction ritual) and remove one point of the penalty per hour where the skill check is made. If the penalty reaches -5, then roll save for passing out (include the penalty), but allow for the dwarven +5 vs poisons bonus. |
| #9aquilisJul 01, 2008 13:39:32 | I would think alcohol tolerance and the ability to avoid intoxication would fit into the Endurance Skill. I was bored at work, so I decided to write an addition to the Endurance Skill and a new condition: Alcoholic Intoxication. Just put this together without too much research so i'm sure there are a few things wrong with it, but if I were DMing i'd make my houserule something like this: Endurance (Constitution) Armor Check Penalty Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits. You can hold your breath for long periods of time, forestall the debilitating effects of hunger, thirst and alcoholic intoxication, and swim or tread water for extended periods. Some environmental hazards—including extreme temperatures, violent weather, and diseases—require you to make an Endurance check to resist and delay debilitating effects. Chapter 3 of the Dungeon Master’s Guide contains rules for enduring extreme weather, disease, and hunger and thirst. Endurance: No action required. ✦ DC: See the table. The check DC varies based on the situation and the level of a hazard. ✦ Success: You endure a particular situation. ✦ Failure: You can’t try again until circumstances change or a certain amount of time has elapsed. Resist Alcoholic Intoxication Make an Endurance check to avoid gaining intoxication points. Different beverages and the amount of servings consumed make resisting intoxication harder. Resist Intoxication: No action required. ✦ DC: See the table. ✦ Success: You do not gain any points of intoxication. ✦ Fail by 4 or Less: You gain 1 point of intoxication. ✦ Fail by 5-9: You gain 2 points of intoxication. ✦ Fail by 10-15: You gain 4 points of intoxication. ✦ Fail by 16 or More: You gain 8 points of intoxication. Task Endurance DC Alcoholic Intoxication Endurance DC Resist Intoxication Base 10 Character has consumed Ale DC + 1 per serving within a 6 hour period Character has consumed Wine DC + 2 per serving within a 6 hour period *Character who is mildly intoxicated takes a -2 penalty on his/her check *Character is moderately intoxicated takes a -4 penalty on his/her check |
| #10aquilisJul 01, 2008 13:40:02 | Alcoholic Intoxication When characters consume alcoholic beverages, they risk becoming intoxicated. The results of alcoholic intoxication may vary from mild to severe. While becoming intoxicated may provide some beneficial results, it can be quite hazardous if the character’s level of intoxication becomes too high. A character’s level of intoxication is measured through intoxication points. Each time the character consumes an alcoholic beverage they must role an Endurance check to avoid gaining intoxication points. With each beverage consumed, it becomes more and more difficult to avoid gaining intoxication points. The current intoxication state of the character and/or the type of beverage consumed also make it difficult for the character to avoid gaining intoxication points. (See Endurance skill for more details). The effects of intoxication manifest after 5 minutes of gaining the minimum score for that intoxication state. The effects of a higher intoxication state overwrite and nullify those of a lower state. You do not gain the temporary effects of an intoxication state if you have entered the state from a reduction in intoxication points, though you do gain the long term effects. The temporary effects of an intoxication state disappear after an hour, while the long term effects persist until: - the character’s intoxication score places him in a new state. - the character’s intoxication score reaches zero, - the character takes an extended rest. A character may reduce his intoxication score by 1 for every hour of rest; however, his score is reset to 0 if he takes an extended rest. Intoxication Levels ✦ Mildly Intoxicated (1-5) - Temporary Effects: • You gain temporary hit points equal to your healing surge value. • You gain a +2 bonus to your strength, constitution and charisma scores. - Long Term Effects: • You gain a -2 penalty to your dexterity, wisdom and intelligence scores. • You gain a -2 penalty on all endurance checks. ✦ Moderately Intoxicated (6-10) - Temporary Effects: • You gain temporary hit points equal to your healing surge value. • You gain a +4 bonus to your strength, constitution and charisma scores. - Long Term Effects: • You gain a -4 penalty to your dexterity, wisdom and intelligence scores. • You gain a -4 penalty on all endurance checks. ✦ Severely Intoxicated (11<) - Temporary Effects: Character immediately falls unconscious. - Long Term Effects: • You are weakened. • You gain a -4 penalty to your dexterity, wisdom and intelligence scores. • You gain a -6 penalty on all endurance checks. |
| #11longbottom_leafmanJul 01, 2008 22:44:27 | Usually I let my players decide how much they drink and how drunk that gets them, as well as how quickly they sober up. If a player seems to be drinking excessively or orders a particularly strong drink (tiefling rum, anyone?), I'll call for a save against poison (meaning dwarves get a +5 bonus, which makes sense to me). On a failure, they become dazed until they take an extended rest. Sometimes I come up with other fun rules as needed, especially during a fight. I have no special rules for pipe-weed and other substances, but if a player brings me alcohol or some kind of smoke-able herb they get an equal amount in-game. If I'm in a particularly good mood, I'll even allow for a Diplomacy or Streetwise to check to sell such things. |