erik_the_guy
First Post
Full Drinking System 1.0
Light drink: Small amount of beer/wine, shot of liquor
Attack: +0 vs fortitude
Hit: 3 alcohol points, ongoing 1 alcohol points (save ends)
Miss: 1 alcohol points, ongoing 1 alcohol points (save ends)
Med drink: Pint of beer, large glass wine, small cup liquor,
shot of very strong liquor (dwarven spirits etc)
Attack: +2 vs fortitude
Hit: 4 alcohol points, ongoing 2 alcohol points (save ends)
Miss: 2 alcohol points, ongoing 2 alcohol points (save ends)
Strong drink: Jug of beer, bottle of wine, cup of liquor,
small cup of very strong liquor
Attack: +4 vs fortitude
Hit: 5 alcohol points, ongoing 3 alcohol points (save ends)
Miss: 3 alcohol points, ongoing 3 alcohol points (save ends)
When your alcohol points are equal to...
1X Your CON or higher: affected, -2 to checks, attacks, defenses and -2 to saves against alcohol
2X your CON or higher: drunk, -4 to the above instead of -2
3X your CON or higher: pissed, -6 to the above instead of -4
4X your CON or higher: unconscious, still suffer -6 to the above numbers. You may continue to gain alcohol points for alcohol still in your system that you have not saved against.
5X your CON or higher: alcohol poisoning, still unconscious and at -6 to the above numbers. Make saves vs death as though you were knocked out in combat. An ally can stabilize you with a heal check DC 15. The -6 penalty does not apply to these saves, but the dwarf's +5 bonus does.
When you have multiple drinks, you only take ongoing alcohol points and
have to save only against the strongest one. If you save, remove the ongoing
effects from all drinks.
Alcohol leaves your system at a rate of 1 point an hour, or an amount equal
to your CON score with an extended rest (minimum 10). Dwarfs double this rate.
If you are trained in endurance, gain +2 to fort defense against alcohol.
Dwarfs add their +5 racial bonus to these saving throws.
A PC can use their second wind to remove the ongoing points from a drink once
per short rest (cannot drink during short rest).
If you have an item that gives you poison resistance, such as an amulet of
health, you apply that resistance to the number of alcohol points you get
each round (since alcohol is a weak poison, you are basically immune to small
portions of it with such items).
Its a bit more long winded than other 4e rules, but I think that the drinking system deserves almost as much attention as the combat system. This is D&D after all! Anyways, leave comments and suggestions and I will update this!
Edit: I have geared/balanced this towards the following idea for an average Joe (10 con)
2-3 small drinks: affected
4-6 small drinks: drunk
7-9 small drinks: pissed
10-12 small drinks: passed out and someone writes 'penis' on your forehead.
With a small drink being about a bottle of beer or a nice shot. Feel free to tell me how wrong I am. Include funny stories about college parties as evidence, I don't have a ton of experience with those.
Light drink: Small amount of beer/wine, shot of liquor
Attack: +0 vs fortitude
Hit: 3 alcohol points, ongoing 1 alcohol points (save ends)
Miss: 1 alcohol points, ongoing 1 alcohol points (save ends)
Med drink: Pint of beer, large glass wine, small cup liquor,
shot of very strong liquor (dwarven spirits etc)
Attack: +2 vs fortitude
Hit: 4 alcohol points, ongoing 2 alcohol points (save ends)
Miss: 2 alcohol points, ongoing 2 alcohol points (save ends)
Strong drink: Jug of beer, bottle of wine, cup of liquor,
small cup of very strong liquor
Attack: +4 vs fortitude
Hit: 5 alcohol points, ongoing 3 alcohol points (save ends)
Miss: 3 alcohol points, ongoing 3 alcohol points (save ends)
When your alcohol points are equal to...
1X Your CON or higher: affected, -2 to checks, attacks, defenses and -2 to saves against alcohol
2X your CON or higher: drunk, -4 to the above instead of -2
3X your CON or higher: pissed, -6 to the above instead of -4
4X your CON or higher: unconscious, still suffer -6 to the above numbers. You may continue to gain alcohol points for alcohol still in your system that you have not saved against.
5X your CON or higher: alcohol poisoning, still unconscious and at -6 to the above numbers. Make saves vs death as though you were knocked out in combat. An ally can stabilize you with a heal check DC 15. The -6 penalty does not apply to these saves, but the dwarf's +5 bonus does.
When you have multiple drinks, you only take ongoing alcohol points and
have to save only against the strongest one. If you save, remove the ongoing
effects from all drinks.
Alcohol leaves your system at a rate of 1 point an hour, or an amount equal
to your CON score with an extended rest (minimum 10). Dwarfs double this rate.
If you are trained in endurance, gain +2 to fort defense against alcohol.
Dwarfs add their +5 racial bonus to these saving throws.
A PC can use their second wind to remove the ongoing points from a drink once
per short rest (cannot drink during short rest).
If you have an item that gives you poison resistance, such as an amulet of
health, you apply that resistance to the number of alcohol points you get
each round (since alcohol is a weak poison, you are basically immune to small
portions of it with such items).
Its a bit more long winded than other 4e rules, but I think that the drinking system deserves almost as much attention as the combat system. This is D&D after all! Anyways, leave comments and suggestions and I will update this!
Edit: I have geared/balanced this towards the following idea for an average Joe (10 con)
2-3 small drinks: affected
4-6 small drinks: drunk
7-9 small drinks: pissed
10-12 small drinks: passed out and someone writes 'penis' on your forehead.
With a small drink being about a bottle of beer or a nice shot. Feel free to tell me how wrong I am. Include funny stories about college parties as evidence, I don't have a ton of experience with those.
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