Drinking Contests

I'm 1/2 done something for the Guild:

Drinking Rules
With the PCs having ready access to alcohol, they may be more likely to imbibe before adventuring or have engaged in frivolity before danger finds them.
Becoming Drunk. Humanoid creatures become drunk after consuming a number of alcoholic drinks equal to their Constitution modifier. While drunk, creatures are poisoned until they take a short or long rest. After a drunk creature completing a short or long rest, they become hungover and gain 1 level of exhaustion.
Passing Out. If a drunk creature imbibes an addition alcoholic beverage, they must make a DC 5 Constitution saving throw. This DC increases by 5 for each subsequent drink. On a failed saving throw, the creature remains drunk until they complete a long rest. If they fail the save by 5 or more, the creature falls unconscious. Others can attempt to rouse an unconscious drunk as an action, which allows the drunk creature to repeat the saving throw, regaining consciousness on a success. Once a creature has fallen unconscious from drinking, they gain an additional level of exhaustion after they complete a long rest.

Drinks
A single drink is considered a pint of strong beer, a glass of wine, or a shot of liquor. Certain types of drink might confer additional effects.
Dwarven Spirits. A dark amber liquid burns all the way down. While poisoned by this drink, you have advantage on saving throws against being frightened.
Dwarf Stout. A beer darker than dirt and so thick it can replace a meal. When you become poisoned by this drink, you gain 1d12 temporary hit points that last until you are no longer poisoned.
Elven Wine. Wood elves favour a dark red while high elves prefer a subtle white. While poisoned by this drink, you have disadvantage on Wisdom saving throws.
Half-orc Moonshine. Homemade and of variable quality, it's best described as tasting like something died of your mouth from spontaneous combustion. While poisoned by this drink, attacks against you have advantage but you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources. If you pass out from this drink, you must succeed on a DC 15 Constitution saving throw or become blinded.
Dragonborn Lager. A pale yellow beer renowned for its great flavour while not filling up the drinker. While poisoned by this drink, you must succeed on a DC 12 Dexterity (Acrobatics) check to move in a straight line and have disadvantage on all saving throws to avoid being knocked prone.
Halfling Brandy. Distilled from several different types of fruit, this beverage comes in a wide variety of flavours. While poisoned by this drink, you do not have disadvantage on Charisma checks from being poisoned.
Tiefling Firewater. Distilled from sugar, this liquor ranges in hue from a dark brown to clear. While poisoned by this drink, you charmed by members of desired sex
 

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I would determine the time a drinking contest requires and call for opposed Constitution checks. The participant with the higher check total wins the contest.

Dwarves have advantage!

:)
 

I'm waiting for those who think that you should have to voice act your social encounters, and that the DM should reward mechanical bonuses for doing it well, to chime in and say that drinking contests are especially easy to roleplay, provided you have enough alcohol on hand.

Heh. Two friends of mine got into a drinking contest at a larp. The only problem was, one of them was drinking vodka, and the other was (unbeknownst to the first) drinking water. It didn't end well for the first.

No, really, it didn't end well. We almost had to take him to the hospital for alcohol poisoning. Because he was like, "Well, if she's not even feeling it, I *must* still be okay."

In the real world, drinking contests are not exactly safe.
 

Define "good".
Fun, not too complicated, reasonably quick to resolve, and suitable for PC-vs-PC competition.

I'm not sure if you read my whole post but, I don’t mean that you should actually drink. You play the drinking game I suggested and instead of taking shots, you lose HPs. You only have as many hps as your Constitution score. The nice thing about it is it is a dice game that lets you make decisions about how to allocate drinks. It’s actually quite fun.
Ah, okay! I thought you meant that players should have actual drinks equal to their CON bonuses lined up in front of them, instead of just marking down the lost HP.

There's a really cool drinking competition with an eating competition and test of strength etc in DDAL05-10 Giant Diplomacy! Worth a look.
I'll check it out, thanks.
 
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This is how I do it:
First if a character usually drinks a lot and it's roleplayed when the contest starts he has advantage until his first failed roll.
If I want it simple and fast an opposed constitution roll is the best way.
If the players want to spend more time roleplaying and some of them want to bet or do other things during the contest I start the contest with a roll of Constitution DC 15, representing how they fare after some minutes or shots, if someone fails her next one DC 20, next DC 25, next DC 30 or fall unconscious.
 

Ah, okay! I thought you meant that players should have actual drinks equal to their CON bonuses lined up in front of them, instead of just marking down the lost HP.

Actually, if you line up little shots of water or juice(like a shot glass that's 1/4 to 1/2 full), that'd be an awesome way to track your HPs. When you drink your last shot, you are out.

Also, I'd only recommend playing this game if the whole table is playing because, obviously, you wouldn't want people sitting around doing nothing.

I'd also recommend by starting the game with a 'silly' rule instead of after the first round. It's the silly rules that make the game fun, after all - and lead to more drinks and a faster game. Not being able to use the word 'drink' is a fun one...and they'd be forced to say 'imbibe' or 'quaff' or 'beverage' instead. Making Animal or body noises are also popular with 12 year old boys.

I did a quick experiment to see how long it'd take to play. In less than 5 minutes, 4 players went around the table once. Everyone had 1-3 drinks and the 3-man had 8. My feeling is a game would take about 10-15 minutes with 4 players and a couple of NPCs.

Edit: how should you pick the first 3-man? I'd say roll initiative modified by CHA. (because the person with the best initiative is able to convince the host that they SHOULDN'T be 3-man) . Whoever rolls the lowest starts as 3-Man. (Or 3-Person, if we are being inclusive)
 
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I'm 1/2 done something for the Guild:

Drinking Rules
With the PCs having ready access to alcohol, they may be more likely to imbibe before adventuring or have engaged in frivolity before danger finds them.
Becoming Drunk. Humanoid creatures become drunk after consuming a number of alcoholic drinks equal to their Constitution modifier. While drunk, creatures are poisoned until they take a short or long rest. After a drunk creature completing a short or long rest, they become hungover and gain 1 level of exhaustion.
Passing Out. If a drunk creature imbibes an addition alcoholic beverage, they must make a DC 5 Constitution saving throw. This DC increases by 5 for each subsequent drink. On a failed saving throw, the creature remains drunk until they complete a long rest. If they fail the save by 5 or more, the creature falls unconscious. Others can attempt to rouse an unconscious drunk as an action, which allows the drunk creature to repeat the saving throw, regaining consciousness on a success. Once a creature has fallen unconscious from drinking, they gain an additional level of exhaustion after they complete a long rest.

Drinks
A single drink is considered a pint of strong beer, a glass of wine, or a shot of liquor. Certain types of drink might confer additional effects.
Dwarven Spirits. A dark amber liquid burns all the way down. While poisoned by this drink, you have advantage on saving throws against being frightened.
Dwarf Stout. A beer darker than dirt and so thick it can replace a meal. When you become poisoned by this drink, you gain 1d12 temporary hit points that last until you are no longer poisoned.
Elven Wine. Wood elves favour a dark red while high elves prefer a subtle white. While poisoned by this drink, you have disadvantage on Wisdom saving throws.
Half-orc Moonshine. Homemade and of variable quality, it's best described as tasting like something died of your mouth from spontaneous combustion. While poisoned by this drink, attacks against you have advantage but you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources. If you pass out from this drink, you must succeed on a DC 15 Constitution saving throw or become blinded.
Dragonborn Lager. A pale yellow beer renowned for its great flavour while not filling up the drinker. While poisoned by this drink, you must succeed on a DC 12 Dexterity (Acrobatics) check to move in a straight line and have disadvantage on all saving throws to avoid being knocked prone.
Halfling Brandy. Distilled from several different types of fruit, this beverage comes in a wide variety of flavours. While poisoned by this drink, you do not have disadvantage on Charisma checks from being poisoned.
Tiefling Firewater. Distilled from sugar, this liquor ranges in hue from a dark brown to clear. While poisoned by this drink, you charmed by members of desired sex
This is nice. I think using this in a playful framework like @TaranTheWanderer suggests could be good.

I especially like the drinks. They're a pleasing touch. Tiefling might need to be something like "...members of desired sex that you can see and hear can choose to charm you with their words."
 
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