How drunk do I get? - need rules for intoxication

ReeboKesh

First Post
G'day guys,

Has anyone nutted out some rules to handle intoxication in DnD4e? I am not after some big table just some fast and dirty rules to handle intoxicated characters. Seems some of the KotS party I'm DMing like to drink. A lot. :(
Would be fun to show them the errors of their ways. ;)
Reebo

P.S. This is a serious rules question. I am not having a laugh.
 

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DMG 42.

Wine = Easy
Ale/Beer = Moderate
Liquor = Hard

Use Endurance checks... DC increases by 1 for each drink. Failure gives -1 to all rolls.

I just made that up... but it seems usable.
 


DMG 42.

Wine = Easy
Ale/Beer = Moderate
Liquor = Hard

Use Endurance checks... DC increases by 1 for each drink. Failure gives -1 to all rolls.

I just made that up... but it seems usable.

I would agree; Endurance is definitely the skill to use.
 

Thanks guys your response are almost what I am after, I will use your suggestions Dalzig on how drunk the heroes get though.

I am really looking for combat penalties associated with being a) tipsy, b) drunk, c) plastered and the effects of a hangover the next day.

Any ideas?

Thanks in advanced
Reebo
 


DMG 42.

Wine = Easy
Ale/Beer = Moderate
Liquor = Hard

Use Endurance checks... DC increases by 1 for each drink. Failure gives -1 to all rolls.

I just made that up... but it seems usable.
I would rather say :
ale/beer/cider = easy
wine = moderate
liquor (rhum, whisky, vodka..) = hard.

Seems more logical.

Of course, this is for the same amount of liquid ingested.
 

Okay, here's my suggestion. For simplicity's sake, I'm assuming that all "drinks" have roughly the same amount of alcohol - a tankard of ale, a glass of wine, a shot of whiskey.

Each time you take a drink, make an Endurance check. The base DC is 5, plus 1 for every drink consumed previously. Each failed check incurs a -1 penalty to all ability checks, skill checks, and attack rolls (except Endurance checks made to resist the effect of alcohol). When you hit a -5 penalty, you pass out and are asleep.

For each hour that passes, the DC to resist the effects of alcohol drops by 1, and you roll a saving throw. If you make the save, your alcohol penalty is reduced by 1 as well.

Under these rules, an "average person" - no Constitution modifier, no training in Endurance - reaches a 50% chance to pass out around the 10th or 11th drink. (Remember that these are drinks over the course of a single hour.) A character with a +5 Endurance modifier reaches a 50% chance to pass out by the 15th drink, and each +1 thereafter increases your capacity by one drink. Not being a drinker myself, I'm not sure how appropriate these are - I'm estimating based on a Google search on the effects of alcohol - but you can adjust the base DC up or down as seems indicated.

On a slightly different note, I'd be careful about "punishing" your players for having their characters get trashed. Role-playing a night of carousing is a great way to let off steam; no need to regularly interrupt it with attacking monsters. Of course, if they're getting trashed while adventuring, that's another story - but even then, if it's one character who's always slightly drunk, you might consider letting that character be a "drunken master" type who can function at full capacity while tipsy.
 
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I would rather say :
ale/beer/cider = easy
wine = moderate
liquor (rhum, whisky, vodka..) = hard.

Seems more logical.

Of course, this is for the same amount of liquid ingested.

Eh, that's what I get for being underage. My limited experience of alcohol is beer and "trash can punch."
 


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