Game effects of drinking


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James McMurray said:
Are there predefined game effects for being drunk (at different levels of inebriation), and if so, what are they?

There is a method of determining the effects "under the influence" in the book Arms and Equipment Guide (WotC) on page 32. The AEG came out just before 3.5 saw the light of Pelor.

Subsumed they suggest making Fortitude saves, which are penalized by the amount of booze you consume in a given period, to avoid being intoxicated. If you fail a Fort save, you damage your Wis and Dex by 1d2 points. If you have Wis 0 you are not longer conscious; if you have Dex 0 you are considered drunken but are not unconscious; if both abilities are reduced to 0 you are poisoned by alcohol. You must make a Fort save every 10 minutes or die (if you aren't rescued by being made vomiting etc.)

The DCs to avoid damaging your ability points (Dex and Wis) and to avoid death (poisoning) are determined by the content of alcohol in the booze you consumed. They vary between 10 and 15.

If you rest you regain 1 point of Dex and Wis per hour. Neutralize poison helps to recover the ability damage.

Kind regards
 




I bought a whole netbook about alcohol in D&D. It's name escapes me, but it was quite fun. Although if you ask me, the rules in the AEG seem simple enough for me.

Now I wonder what the game effects for caffeine and marijuana are.
 

DonaldRumsfeldsTofu said:
Now I wonder what the game effects for caffeine and marijuana are.

The netbook "A Portable Hole Full of Beer", I believe by Dread Gazebo Productions, presents rules for marijuana (I think they recommend calling it "halfling pipe-weed" for standard D+D campaigns), as well as heroin. There are also a couple of prestige classes related to them. It's a great book to read.

The BoVD also has rules for addictions and more powerful drugs.
 

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