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D&D 5E You lads ever play 5e... on weed?

I get by with a little help from my friends.

I tend to find, as with most things, that moderation is the key. Had a campaign almost derail due to a player over-indulging.

As for in game, I'd say advantage on performance for an hour, disadvantage on initiative and intelligence checks for an hour, and bards regain 1 spent inspiration die.
 

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I think 5e's lack of +1/+2 modifiers and overall streamline makes it more stoner/lush friendly then some other editions. Theater of the Mind things like scenes, monsters, attacks, and other descriptors would probably be a little more vivid and fun. But positioning might get muddled up a little, and I could see spells and math slowing you down a little more then usual.

As for the effects of weed in game, I don't think there should be any. I think weed should just be a role play hook rather then a mechanical trigger, same with alcohol. It's a pet peeve of mine when a bar scene ends with "...and we just get drunk" and the DM says "OK roll constitution, now you have XYZ." Celebration scenes are just fluff. An opportunity to chew the scene, round out characters, create bonds and depth. It can feel punitive when at the end of it you start the day with a setback, especially because saying "I got drunk" doesn't get you a mechanical benefit, why should the "hangover" give you a drawback?

I like having drugs in games, but they should either just be hooks/fluff. or a double edge sword. a drawback and a benefit. But it's really difficult to balance just right and make them interesting.
 



Perfect.

Three words that evoke so many questions.

Specifically, why the qualifier? I mean, most people would just say no. But, "Nope, not 5e{?}"

Was it like, "Dude, I was totally smoking for four editions ... BUT NO MORE!"

Or ... does this mean that you smoke marijuana, but don't play 5e?

Perhaps you find 5e antithetical to marijuana consumption, and you get wasted to play Pathfinder, but sober up for 5e?

It's like the sad, six-word short story- "For sale: baby shoes, never worn."

Well, not sure the age of the poster, but if he was playing since 1e, there is a good chance that he came of age in the 70s. Coming of age in the 70s and weed kinda go hand and hand.

At least that's how I read it.
 



As for the effects of weed in game, I don't think there should be any. I think weed should just be a role play hook rather then a mechanical trigger, same with alcohol.

I like having drugs in games, but they should either just be hooks/fluff. or a double edge sword. a drawback and a benefit. But it's really difficult to balance just right and make them interesting.
I used to have copies from some 3e hardcover rules supplement (forget which book) with sketchy suggestions on how to set up a drug gang for the PCs to investigate then beat up (or take over, based on some of the other comments in this thread). There is a whole page of Drugs and their Effects.
 


It can feel punitive when at the end of it you start the day with a setback, especially because saying "I got drunk" doesn't get you a mechanical benefit, why should the "hangover" give you a drawback?

Because that's the end result of getting drunk & poisoning yourself ISN'T beneficial?
 

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