Opium


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Doc_Souark said:
What's the effects or in what product can I find them for Opium using the D20 Modern rules ?

I don't recall seeing any rules for the effects of recreational drugs or their related addictions in any of the D20 rulebooks I have. Plus they have that code of morals & ethics thing going for them, so I doubt you'd see such rules in a WotC books at this point.

So rules for opium may be something you'll have to... cook up yourself.
 



Actually WOTC has produced 2 or three books with drug rules in them

Forgotten Realms: Lords of Darkness
Book of Vile Darkness

and I think there's another but i'm not sure.. might have just been in dragon

Nonetheless, D20 drug and addiction rules from WOTC do exist, they just seem lothe to comment on any real world drugs. Political reasons aside, I feel they really should have been included core in d20 modern, right beside poison an disease
 

using info from http://www.erowid.org/chemicals/opiates/opiates_faq.shtml

and http://www.erowid.org/plants/poppy/poppy.shtml
and http://www.stopopiateabuse.com/effects-of-opiates.htm
.

How about 1d4 wisdom and con damage initial, saving throw for half. Additionally the subject is dazed for 6 hours - con bonus (if penalty they are dazed longer). Secondary damage occurs an hour later at 1d2 wisdom and con. After the effect wears off the temporary damage returns at a rate of one per hour?

I havnt really designed drugs for d20 modern, but with my experiences with mdma (over 3 years ago), id guess it would look something like this. Same goes for Heroin, MDMA, and other drugs of that nature.
 

I think ArthurQ has the right idea for an Opiate. Mucks up your head, but you become pain-tolerant, granting a Con bonus. "Speedy" drugs, like amphetamines and including MDMA, don't fog the mind. Ritalin (you know, the ADD drug) is an amphetamine, focusing the user for complex tasks. In fact, amphetamines are known as a "good" study and test taking tool amongst the post-secondary crowd.

The addiction rules in the BoVD are deep enough for casual interest in addition of drugs to a game, IMHO. My players are aware of the availability of performance enhancing substances, but the potential for addicition makes them wary of use. Especially since I don't lay them out in statblocks for them to optimize use. They just don't know for certain how addicitive (and what the save to resist) is going to be before hand. Adds some mystery.

A bit of research at Erowid (a fine and relatively impartial source of information about all varieties of alternate experience vectors) should get you pointed on the right path for any real drug you wish to add to your fantasy world.
 

Thanks guys, now when the players PCs go into an opium den looking for infomation I'll have the info if any of them partake.
 
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I seem to think this is a good time to bring up that thread about the tranquilizer darts and how Takyris was working on new and better poison rules. I haven't gotten a game together so the impetus to finish them or put a lot of thought sadly isn't there. But with working through the poison mechanics with something better would probably be a good place to start. It would be nice to have drugs, poisons, and disease all have a system that seemed more realistic.

Tellerve
 

the problem is that drugs have far more subtle affects on the body then a gun shot. And far to many drugs are insta kill.

its difficult making a mechanical effect for them in game. At least for us, or me anyway. Well documented affects in stages are hard to find. They USED to be on erowid but I had a hard time finding the opiate effects as it is.

then you have to argue if the drugs affect is a statistical benefit or hinderance.

For example, LSD was originally developed to try and create a super soldier. Though aside from a temp wisdom boost and hallucinations i cant think of any thing else it would do to you stat wise. Others would say it does stat damage....
 

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