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<blockquote data-quote="tmaaas" data-source="post: 499289" data-attributes="member: 6481"><p>Hello. I needed some drunkenness rules. The ones in Tournaments, Fairs, & Taverns (“TFT”; by Natural 20 Press) were a little more complex than I needed, so I simplified them. I use generic degrees of success and failure in my campaign and thus use them in the rules below. Let me know what you think of the results.</p><p></p><p><em>Note</em>: I have left out a few of the mechanics taken directly from TFT. If you want to use these simplified rules, you should also pick up that (very good) supplement.</p><p></p><p><strong><u>Drunkenness</u></strong></p><p></p><p>Alcohol is a (non-standard) poison. When a creature takes a drink, they make a fortitude save against the drink’s DC. They become intoxicated if they fail the save; this is treated as a condition rather than ability damage. The greater the difference between the failed save and the drink’s DC, the greater the level of intoxication: </p><p></p><p><strong>Tipsy</strong> (failed save): Judgment slightly impaired, inhibitions lower, voices raise, and balance wavers slightly. [Mechanics deleted; they are a synthesis of the TFT “Tipsy” and “Merry” categories.]</p><p> </p><p><strong>Drunk</strong> (fail save by > 10): Dizzy and disoriented, can’t walk in a straight line, words slurred. [Mechanics deleted; they are a synthesis of the TFT “Drunk” and “Hammered” categories.] </p><p></p><p><strong>Unconscious</strong> (fail save by > 20): Character is unconscious, usually from sickness or extreme dizziness and confusion. </p><p></p><p><strong>Modifiers: </strong></p><p><em>Drink DC</em>: increase the drink’s DC by two for each drink the creature has had in the previous eight hours.</p><p><em>Fortitude save</em>: use any modifiers which would apply to a save vs. poison. Creatures immune to poison are immune to intoxication.</p><p></p><p><em>Note</em>: Depending on the quantity of alcohol consumed at one time, a single physical drink may count as several drinks for the purposes of intoxication. In these cases, the creature must make a series of fortitude saves with each one progressively more difficult.</p><p></p><p><strong>Recovery:</strong></p><p>A creature recovers from one level of intoxication per eight hours of normal activity, and eight hours of uninterrupted sleep enables him to recover completely (they may still suffer from a hangover; see below).</p><p></p><p><strong>Hangover:</strong></p><p>A creature who has become Drunk or Unconscious from intoxication suffers a hangover once he sobers up. A hangover consists of headaches, nausea and other unpleasant side effects; it lasts for 4 hours after recovering from drunkenness. While hung over, a character suffers the same penalties as if Tipsy.</p><p></p><p><strong>Folk Remedies:</strong></p><p>See TFT for full description.</p></blockquote><p></p>
[QUOTE="tmaaas, post: 499289, member: 6481"] Hello. I needed some drunkenness rules. The ones in Tournaments, Fairs, & Taverns (“TFT”; by Natural 20 Press) were a little more complex than I needed, so I simplified them. I use generic degrees of success and failure in my campaign and thus use them in the rules below. Let me know what you think of the results. [I]Note[/I]: I have left out a few of the mechanics taken directly from TFT. If you want to use these simplified rules, you should also pick up that (very good) supplement. [B][U]Drunkenness[/U][/B] Alcohol is a (non-standard) poison. When a creature takes a drink, they make a fortitude save against the drink’s DC. They become intoxicated if they fail the save; this is treated as a condition rather than ability damage. The greater the difference between the failed save and the drink’s DC, the greater the level of intoxication: [B]Tipsy[/B] (failed save): Judgment slightly impaired, inhibitions lower, voices raise, and balance wavers slightly. [Mechanics deleted; they are a synthesis of the TFT “Tipsy” and “Merry” categories.] [B]Drunk[/B] (fail save by > 10): Dizzy and disoriented, can’t walk in a straight line, words slurred. [Mechanics deleted; they are a synthesis of the TFT “Drunk” and “Hammered” categories.] [B]Unconscious[/B] (fail save by > 20): Character is unconscious, usually from sickness or extreme dizziness and confusion. [B]Modifiers: [/B] [I]Drink DC[/I]: increase the drink’s DC by two for each drink the creature has had in the previous eight hours. [I]Fortitude save[/I]: use any modifiers which would apply to a save vs. poison. Creatures immune to poison are immune to intoxication. [I]Note[/I]: Depending on the quantity of alcohol consumed at one time, a single physical drink may count as several drinks for the purposes of intoxication. In these cases, the creature must make a series of fortitude saves with each one progressively more difficult. [B]Recovery:[/B] A creature recovers from one level of intoxication per eight hours of normal activity, and eight hours of uninterrupted sleep enables him to recover completely (they may still suffer from a hangover; see below). [B]Hangover:[/B] A creature who has become Drunk or Unconscious from intoxication suffers a hangover once he sobers up. A hangover consists of headaches, nausea and other unpleasant side effects; it lasts for 4 hours after recovering from drunkenness. While hung over, a character suffers the same penalties as if Tipsy. [B]Folk Remedies:[/B] See TFT for full description. [/QUOTE]
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