How drunk do I get? - need rules for intoxication

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.
 
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Pretty cool, although I still wouldn't mind seeing something with hangovers taking away healing surges.

Also, you say -2 to checks,defenses etc, against alcohol. When are you attacking the alcohol? Ok, maybe later in the drinking you get upset at the keg, but still :)

Are these the penalties you get if you get into combat?

Tellerve
 

Pretty cool, although I still wouldn't mind seeing something with hangovers taking away healing surges.

Also, you say -2 to checks,defenses etc, against alcohol. When are you attacking the alcohol? Ok, maybe later in the drinking you get upset at the keg, but still :)

Are these the penalties you get if you get into combat?

Tellerve

Thanks for pointing that out, hope this edit is clearer. The -2 is applied to all attacks, defenses and checks etc. It also is applied to saves against ongoing alcohol damage (but not to the death saves for alcohol poisoning, or you would not be able to stabilize).

Edit: Also hangovers apply. If you pass out with 4X CON as alcohol points, you can sleep for 12 hours and still be at -4 the next day. (2 extended rests get rid of 2X CON points).
 
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For a Skill Challenge, I would strongly recommend running it under Stalker0's Obsidian System, using the following guidelines:

Primary Skill: Endurance (+2 on all Endurance checks)

Social Challenge. Other useful skills:
  • Streetwise: knowledge of local brews and customs.
  • Bluff: to make a favorable wager with one of the carousers.
  • Intimidate: to force someone to drink even after they've had one too many.
  • Insight: helping a fellow drunk through their "tough times."
  • Thievery: to fake a chug.
  • Heal: for holding someone's hair as they puke in the alley.

Total Success: the heroes are lauded as the best drinkers to have come through this tavern in months! Free room and board plus "friends for life" (for a week) all round the neighborhood. If the PCs get into trouble, they can call on one of their drinking buddies to help them out.

Partial Success: the heroes make friends, but have terrible hangovers the next day. Drinkers take -2 on all attack rolls and skill checks until they get an additional extended rest.

Failure: the heroes are still drinking come dawn, are sloppy drunk, and have pissed off many of the locals. All drinkers have the "Dazed" condition until they get an additional extended rest.

NOTE: Yes, Dwarves are good drinkers. This is already reflected in their +2 racial bonus to Endurance.
 
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Alcohol Poison 1
Poison Anything between 1sp to 100gp
Attack is based in the strenth of drink: +1 to beer and wine, +2 to ale and licquor, +5 to dwarven brand (!!!) vs Fort; -1 penalty to all actions. The penalty is cumulative to each attack. A save reduces the penalty by one each time it is successful.
After 3 failed saves, target gets unconscious.
Aftereffect: Strong headache and bad taste in the mouth ;)
 

For a Skill Challenge, I would strongly recommend running it under Stalker0's Obsidian System, using the following guidelines:

Primary Skill: Endurance (+2 on all Endurance checks)

Social Challenge. Other useful skills:
  • Streetwise: knowledge of local brews and customs.
  • Bluff: to make a favorable wager with one of the carousers.
  • Intimidate: to force someone to drink even after they've had one too many.
  • Insight: helping a fellow drunk through their "tough times."
  • Thievery: to fake a chug.
  • Heal: for holding someone's hair as they puke in the alley.

Total Success: the heroes are lauded as the best drinkers to have come through this tavern in months! Free room and board plus "friends for life" (for a week) all round the neighborhood. If the PCs get into trouble, they can call on one of their drinking buddies to help them out.

Partial Success: the heroes make friends, but have terrible hangovers the next day. Drinkers take -2 on all attack rolls and skill checks until they get an additional extended rest.

Failure: the heroes are still drinking come dawn, are sloppy drunk, and have pissed off many of the locals. All drinkers have the "Dazed" condition until they get an additional extended rest.

NOTE: Yes, Dwarves are good drinkers. This is already reflected in their +2 racial bonus to Endurance.

Riiiight, Stalker0's, that's who I was trying to mention earlier in the thread. I like his system. It certainly has less book keeping involved, and I can imagine some good role-playing involved along with the less dice rolling. But to each their own.

Tellerve
 

No no no! You guys have your portions all wrong wrong wrong!


Single serving of Beer/Cider:
kegofbeerox0.jpg


Single Serving of Wine:
wi477dea9.jpg


Single Serving of Scotch:
hottubbarrelqg4.jpg
 

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