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6th September 2008, 09:08 PM
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#1 (permalink)
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has no status.
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Join Date: Mar 2008
Posts: 515
| Prohibition-Style Adventure: Drinking Rules Needed Initial world outline - big empires for the most part, the players live in a kingdom run by Eladrin who are essentially the upper class/caste and all other races present are the lowly farmers. Eladrin castles and cities are strict and segregated - you wont see other races there. The countryside is dotted with cities of the common workers and each may have a small regiment of Eladrin soldiers w/ Warforged brutes to keep the peace and ensure that the taxes are paid.
The big issue of the day is alcohol and prohibition. To ensure high productivity, the Eladrin rulers have outlawed alcohol. So the players during heroic tier will take on the role as local heroes... one part one runner, one part robin hood. They'll be good characters fighting against an oppressive government and dealing with a seedy underworld. They'll be loved by some for the alcohol part, and loved by most for the poking their rulers, though hated by some locals who've embraced the prohibition mantle.
So here are some things I'd love some help with:
1) Rules for running a rum smuggling business - I'd like some kind of nice macro resource management thing that they can run on the side to consider that 95% of the business isn't very eventful and only run the encounters for eventful stuff.
2) The alcohol itself- any cool names? What about effects for being drunk? Seems to me that dealing with others and gaining their trust will involve some drinking skill challenges and such. I'd like known drinking effects of the moonshine so that if there's an ambush after each character has had several shots they'll be hindered a bit (but not too crazy, just enough to make it fun)
And finally, is there anything similar I can look to for thoughts or ideas? My brother has the FRCS so if any specific region in there might be a good "setting" for this (though it will not be an FR campaign) or any other suggestions for source material would be greatly appreciated.
Edit: I'm looking for a player-available god that may be on the side of the rulers and their stance against alcohol that will stand as a non-rulers problem for the players. Any suggestions?
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Last edited by Hawke; 7th September 2008 at 02:51 AM..
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7th September 2008, 02:40 AM
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#2 (permalink)
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Join Date: Mar 2008
Posts: 515
| I took a few and tried to throw down some notes about the initial skill challenges involved in running the business. No detailed numbers yet, but I think the ideas are there. In the end, once they're established they'll have a few buyers and sellers they can go to/from and that'll make the challenges shorter... and as they get involved with the law establishment I wont necessarily use the "caught" challenges but will run cool combat encounters as needed. Code: Get some ale
Insight To get contact
Streetwise To get contact
Diplomacy To establish prices
Bluff To establish prices * penalty on fail
Perception +2 on rolls
Thievery Steal it *special separate skill challenge
Intimidate To establish prices *penalty on fail
Smuggle ale
Insight Bonus on rolls
Perception Bonus on rolls
Nature Go through woods
Endurance Take rough stuff
Stealth Try to sneak it through
Caught!
Acrobatics Ditch & get away
Athletics Ditch & get away
Endurance Ditch & get away
Stealth Avoid being ID'd
Combat Each player gets one at-will combat roll
Each enemy gets one, too
Hits disable player
Heal Reenambles
Streetwise Where to hide cargo
Insight Where to hide cargo
Nature Where to hide cargo
Sell some ale
Insight To get contact
Streetwise To get contact
Diplomacy To establish prices
Bluff To establish prices * penalty on fail
Perception +2 on rolls
Again, once established I'll have a better plot and more consistent business... but as they come up and meet NPCs we'll roleplay this as the overall structure of the game.
Now for drinking rule ideas...
__________________ MapTool - Play Online, Face-to-Face, Anywhere! Open Source, Multi-system, Community Driven, Multi-platform, Free! |
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7th September 2008, 05:14 AM
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#3 (permalink)
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Anyone can be killed...
Registered User
Join Date: Oct 2007 Location: Ringwood
Posts: 4,047
| I made some quick and dirty drinking rules which nobody cared about and so are buried somewhere in this forum.
But just for you...
For every standard drink, you burn one healing surge.
After 1/4 of your healing surges have been burned from drinking, you are slowed.
After half your healing surges have been burned from drinking, you are dazed.
Once you reach zero healing surges, you are immobilised and must make a saving throw against poison to remain conscious every round.
For every hour spent not drinking, the character can make a saving throw against poison to negate one of the effects on them.
Anyone who gets to zero healing surges through drinking, will wake up dazed and cannot reverse this effect until at least half a day afterwards, at which time they can make a saving throw against poison every hour to fully sober up.
__________________ I don't support feat taxes: http://goo.gl/oGiFS |
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7th September 2008, 08:49 AM
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#4 (permalink)
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is designing a phoenix pact hexblade
+6 Spear of Radiant Flame
Join Date: Mar 2002 Location: Singapore
Posts: 7,548
| I think someone once suggested using the disease track for tracking how drunk the characters get. Off the top of my head:
1. Each time a character takes a drink, he makes an Endurance check. The DC of the check depends on the potency of the drink, as set by the DM. Regular beer should probably be around DC 10 or so.
2. Each time a character fails an Endurance check, he moves one step down on the following track: Normal -> Inebriated (-2 to attack rolls, skill checks and ability checks) -> Woozy (slowed and -4 to attack rolls, skill checks and ability checks) -> Drunk (dazed, slowed and -6 to attack rolls, skill checks and ability checks) -> Passed Out (unconscious) 3. Once per day, a character may spend a healing surge and move one step up the track instead of recovering hit points.
4. The character recovers fully after an extended rest. Alternate hangover rule: a character who was Drunk or Passed Out takes a -2 penalty to attack rolls, skill checks and ability checks until he takes another extended rest. A character may spend a healing surge and remove this penalty instead of recovering hit points. |
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8th September 2008, 03:42 AM
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#5 (permalink)
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has no status.
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Join Date: Mar 2008
Posts: 515
| Great thoughts... I can't wait to run a scenario where there's some drinking to be done to gain the graces of a local criminal only to have the party raided by the authorities. It'll be great to see em drunkenly fight. I never though I'd have any use for these rules, but it's definitely a necessity if my players plan on hanging around speakeasys
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21st December 2008, 06:12 PM
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#6 (permalink)
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Dieting. 6 xp, 328 gp, -40 fp.
Sum non wallabus.
Join Date: Jan 2002 Location: Decatur, GA
Posts: 12,273
| Ah, this is just what I needed. Thanks!
__________________ Ryan "RangerWickett" Nock
Director of the ZEITGEIST campaign saga. 
The most cinematic adventure path for 4th Edition and Pathfinder. |
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21st December 2008, 06:18 PM
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#7 (permalink)
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has no status.
Registered User
Join Date: Mar 2008
Posts: 515
| Update, I used these rules for a fun bar fight to begin the campaign. The players ended up deciding against spending too much time doing the business end, giving it off to an NPC to fund a revolution. The drinking stuff was pretty neat, I imagine I'll use it again later in the campaign =)
__________________ MapTool - Play Online, Face-to-Face, Anywhere! Open Source, Multi-system, Community Driven, Multi-platform, Free! |
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29th December 2008, 02:20 PM
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#8 (permalink)
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is coding...
Astral Admin - Mwahahaha!
Join Date: Jan 2002 Location: Hertfordshire
Posts: 17,198
| Quote:
Originally Posted by Kzach I made some quick and dirty drinking rules which nobody cared about and so are buried somewhere in this forum.
But just for you...
For every standard drink, you burn one healing surge.
After 1/4 of your healing surges have been burned from drinking, you are slowed.
After half your healing surges have been burned from drinking, you are dazed.
Once you reach zero healing surges, you are immobilised and must make a saving throw against poison to remain conscious every round.
For every hour spent not drinking, the character can make a saving throw against poison to negate one of the effects on them.
Anyone who gets to zero healing surges through drinking, will wake up dazed and cannot reverse this effect until at least half a day afterwards, at which time they can make a saving throw against poison every hour to fully sober up. | Do you not think these would be improved by integrating the Endurance skill somehow? It sees precious other love, but this does seem a rather good candidate.
Also, unlike anything else, a purely healing-surge based approach means that characters get no better at holding their drink at paragon or epic levels (barring perhaps 1 or 2 healing surges if their Con happens to go up).
I'm not dissing your approach, just wondering if there are ways to refine it by including some use of Endurance.
Cheers
__________________ Plane Sailing
(Enworld Admin)
If you need to email me click here I'd like things to go back and forth from "ARGH!" to "WOOO!" more frequently. - Kamikaze Midget |
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