Being Drunk!


3.5/d20/OGL


Any able to assist me on any hard rules for being drunk and entering combat? or just its general negative effect, or even bonus in general life. ;)

Cannot use SRD as websense blocks it at work.

Any assistance would be appreciated.


Earthbeard wrote:

Any able to assist me on any hard rules for being drunk and entering combat? or just its general negative effect, or even bonus in general life. ;)

Cannot use SRD as websense blocks it at work.

Any assistance would be appreciated.

Simply, lower everything except hit points. I would give a 10 to 25% bonus to Hit points because alcohol is a depressant and you can absorb more punishment while under the effect of a depressant. However lower everything else so much that you wouldn't want the bonus.

Liberty's Edge

I'd vote for a negative level, 10 temporary hit points, and a concentration check for casting. Clean and simple.

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Someone around here coined the phrase "DMs Friend". Apply a -2 penalty on saves, to hit, damage, skill checks, or whatever when under adverse conditions. Use this whenever you are unsure about what to do (it's better than holding up the game to find something official). You can also add a +2 if subject to especially favorable conditions...

So drink up: have a few and take a -2. Get lit and suffer -4. If you can barely stand up I would increase the penalty to -8 or more.

...I might consider making it a +2 on saving against fear though!

There is a wonderful product from EN Publishing called Drinking For Beginners: How to Survive Dwarf Spirits that has some really simple but realistic and effective rules for this kind of stuff.

Dark Archive RPG Superstar 2013 Top 32

Oddly enough, there are printed rules for this. It's in the Arms and Equipment Guide (weird, huh?) under the section that talks about different kinds of alcoholic beverages. I can't remember it off the top of my head, but if I remember, I'll look it up and post it here when I get home.


Now, what if a monk is a practioner of a Drunken Style school of martial arts?


Love the A&EG (though much maligned, it's got some useful stuff!)...

It's treated, rather appropriately, as similar to a poison. Use a Fort save (DC 10-15+ based on the strength of the alcohol) after consuming an entire beverage. Damage is 1d2 Wis and Dex primary/no secondary. Consuming more beverages in an hour results in penalties to each save (-1 or 2nd drink, -2 for third drink, -4 for fourth drink, etc.).

Hitting 0 Wis from drinking results in unconsciousness. Hitting 0 Dex results in a conscious but immobile drunken wreck. 0 in both may cause alcohol poisoning (another Fort save or 1 point of Con damage every 10 minutes until stomach is "purged").

Regain 1 point of Wis and Dex/hour after consuming alcohol. Neutralize poison negates the damage.

No rewards for getting drunk...

EDIT: If you are looking for a benefit/penalty mechanic, using something like the Drug rules in the Book of Vile Darkness or Sharn: City of Towers is a possible route.


Earthbeard wrote:
Any able to assist me on any hard rules for being drunk and entering combat? or just its general negative effect, or even bonus in general life.

Warning - Excessively Long Post: (appologies in advance)

This is a modified version from the A&EG, I was actually working on these rules when the A&EG was first released. I modified it further when BoVD came out, to make Alcohol a low addiction drug.

Alcohol Effects
After each alcoholic drink the character must make a fortitude save vs. poison with a DC determined by the drink (see below). The drink has both an initial and secondary ability subdual damage of 1 point to Dexterity, Intelligence, and Wisdom. Ability Subdual damage is just like temporary ability damage, only it is restored at the rate of 1 point per hour instead of 1 point per day.

ALCOHOL DC: Varies, typically 10~15
Initial Affect: 1 Dex subdual damage, 1 Wis subdual damage, 1 Int subdual damage
Secondary: 1 Dex subdual damage, 1 Wis subdual damage, 1 Int subdual damage
Side Effect: Uncoordinated, Nausea, Alcohol Poisoning (see below)
Overdose: DC to resist effects of a second dose increase by +1 if a second dose is taken within an hour of the previous dose. Further drinks double the DC increase (+2 for the third, +4 for the fourth, +8 for the fifth, etc.) An additional dose taken between 1 and 2 hours after the previous dose remains at the same DC as the previous dose, for each hour beyond that the DC penalty detailed above decreases by ½ until it is reduced to 0.
[ Example: a character takes a drink at DC 14, the character then takes another drink within the hour DC 15 (+1 DC) then another within an hour of the second DC 16 (+2 DC), finally taking another at DC 18 (+4 DC). The character then goes almost three hours without before taking another drink DC 16 (reducing the DC penalty of +4 by ½ for more than two hours past)]
Addiction: Low

Recovery from Subdual Ability Damage -
The lesser restoration and restoration spells will offset the alcohol ability score damage as temporary ability damage. A remove poison spell will functions as lesser restoration against alcohol ability damage.

Uncoordinated:
If the character’s dexterity modifier is negative while the character is affected by alcohol, the character suffers a coordination penalty to all attack rolls equal to their dexterity adjustment. This applies for both melee and missile weapon attacks, any Strength modifiers still apply to melee weapons as well.

Nausea:
If any ability score reaches 3 or less while the character is affected by alcohol, the character must make an additional save vs poison with a DC of 20. This save works as a normal save against poison with an initial effect of nausea, (move actions or move equivalent actions only for 1d4+1 rounds), and secondary effect of unconsciousness. This save is repeated at the end of each hour in which the character has one or more ability scores at 3 or less.

Alcohol Poisoning:
If any ability score reaches 0 the character suffers the normal affect for that ability score being 0. In addition, the character must make an additional save vs. poison with a DC of 20. This save works as a normal save against poison and deals Constitution damage of 1d6 for both initial and secondary damage. A character can not have any ability score below 0. This save is repeated every hour that the character has one or more ability scores of 0 due in whole or in part to the effects of alcohol.

=-=-=-=-
I also created this feat...
permision is granted to copy/use this feat for your own personal use or campaign.

Dwarven Brewing
You can create fantastic alcoholic beverages with extraordinary effects.
Benefit:
You can create an alcoholic beverage with magical properties, following the rules for normal potion creation at a reduced cost over normal potions. The Alcohol DC must be 10+Spell, with a maximum of 5th level spells. Calculate cost as normal potion, then reduce base cost by 50% reducing all relative costs (xp & materials).
The potion effects take place only if initial save vs alcohol is failed (players may voluntarily choose to fail save, but, if they do so, they must fail both initial and secondary save). Exception: Characters with a bonus on Fort saves specifically vs poisons or alcohol may voluntarily fail initial save and still attempt to make secondary save.

= 64 fl oz per gallon
Meads ~22 oz service size 10 sp / 5 gallons DC 10+
Beers 16 oz serving size 10 sp / 5 gallons DC 10+
Ciders 12 oz serving size 10 sp / 5 gallons DC 11+
Wines 8 oz serving size 20 sp / 5 gallons DC 10+
Spirits 2 oz serving size 150 sp / 5 gallons DC 11+
= An increased DC adds 50% base price to sale vale, so beer with DC 13 would cost 25 sp / 5 gallons. Typical DC's
Beer DC 11+, Ale DC 12+, Wine DC 13+, Spirits/Hard Liquor DC 15+

-=-
I gave the characters a case of six wine bottles (each bottle holding 8 doses of a potion) from a nobleman as a reward, each bottle had a differnt effect (including, flight, remove disease, and invisibility) The players sold the wine without ever checking to see if it was magical. (*sigh*) Then they complain that I don't give out enough magic items.


If there’s nothing else acceptable, or if you just want to mess with their heads and throw in something non-standard, use the negative effects of any random drug or poison (alcohol qualifies as both) and then give him the extra hit points associated with Raging (and the associated penalties later on).


Lemme tell ya sumthin bout bein drunk...one time, I was so drunk I started stabbing gorbils in the subway and tried to find the Great Pardu on the top of the Two Towers. I fell into a heap, blubbering "Jay Jay, what am I doing here?"...and I don't even know anyone named Jay Jay.


I think the DM's Best Friend (to be fair, it wasn't coined on these boards, it's in the DMG) is the best thing to do. -2 to just about everything. Plain, simple, and fair.


Prior to this post, I decided that some verisimilitude was in order. So, I had a few 7&7s, and decided to record the results. (Note: poster is not encouraging the use of alcohol to enhance your roleplaying experience...unless you really can't deal with your DM and his drow obsession today.)

First off, I found that after a few drinks, I became increasingly confident in my social skills (particularly with members of the opposite sex). Therefore, I would attribute what is commonly referred to as a +1 or +2 alchemical bonus to my Charisma-based checks.

Second, following the fight with one of the aforementioned members of the opposite sex's boyfriend, I found that while I was confident in my ability to smite the barbaric ogre with my paladin-like charm and awe-inspiring majesty, I discovered that my multitude of blows landed were not nearly as effective as his single, solitary swing, which left me cold. (It must have been contingent with a teleport other spell, as I awoke in the dumpster outside the bar a few hours later.) Therefore, while I would attribute a +1 or +2 to hit, I would treat the character as fatigued or exhausted for other intents and purposes, depending on whether he had any goldschlager or not prior to the fight.

Finally, I found that my dumpster diving must have exposed me to some supernatural disease, the likes of which I should have been able to resist...had the diabolical drink not done me in! After puking my guts out, and calling a cab, I found my wallet had been stolen as well. Oh well! Therefore, for this third effect, I would penalize a drunk character by reducing his Fortitude saves by 4, leaving him nauseated, and draining all his gold. (It's entirely possible he spent it on all those darned "$5 and tip" shooters when he wasn't thinking, too.)


This is one of those things, which there are about 20 different rules for. Even WotC's rules on drinking and getting drunk seem to change from one edition and book to the next. The latest rules from WotC are in the recently released Cityscape accessory.


Thanks for all the responses Guys.

No internet access over the weekend (long one too)is not a good thing.

Liberty's Edge

Earthbeard wrote:
...Cannot use SRD as websense blocks it at work. Any assistance would be appreciated.

DoD blocks WotC from my office, as well. When you're home you can follow this link to the WotC site, copy the 2.2M zip file at the bottom of the page, then email it to your office account. When you have free moments at work, look up SRD rules at your leisure.


Andrew Turner wrote:
Earthbeard wrote:
...Cannot use SRD as websense blocks it at work. Any assistance would be appreciated.
DoD blocks WotC from my office, as well. When you're home you can follow this link to the WotC site, copy the 2.2M zip file at the bottom of the page, then email it to your office account. When you have free moments at work, look up SRD rules at your leisure.

Yeah, I did have it stored somewhere on the computer at work.

But we all got upgraded recently, so new tower for me, sign on kept everything but what was saved to my desktop!

Keep forgetting to send it to myself too. doh!

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