I think the strange Intoxicated condition will go away or be changed with the next rules test. The current version is kinda silly.
I hope it stays the same. The only thing I want to change is forcing the Wizard to make an attack roll for all of his attack spells (including that magic missile), so that getting drunk before every combat isn't an optimal strategy for him, and granting all incoming attacks advantage so that the Kobolds and Goblins have a better chance of slipping some damage through his drunken haze.
It makes sense the way it is. Being drunk makes you clumsy and stupid, so you have disadvantage on anything you try to do. But it also makes you floppy and halfway numb, so you roll with the punches and don't feel the pain.
This. Or that you simply have to make a Con save to be able to cast at all.As for intoxication, I didn't notice it before but I do think it's an issue for the wizard. Maybe the rule becomes something like "You have disadvantage on attack rolls, and creatures have advantage to saving throws against effects you cause."
Session 2 is tonight. Will update with more after that happens.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.