Alcohol Rules


Rules Questions

The Exchange

Fairly common scene.

"I would like to know some information bartender."

Is that so? Well, if you buy our finest meade maybe I could help you.

"Ok, let me have it".

Here ya go.

"What the? That's not a glass that's a bucket!"

That is the only size me best comes in, take it or leave it. And don't forget me tip, its 1 gp and 1 sp. I won't give ya so much a glance until its all gone. I am being watched by me boss so make it look casual and I'll help ya out.

So now what?

Apply sickness rules followed by staggered followed by dazed followed by helpless? Fortitude saves?

If there is a page in the Core Rules, just tell me where.


Sometimes you just got to wing it as a dm.

Fortitude save, or 3.

DC for coherency.

If you're really mean, a dc for comprehension and retention of whatever the bartender eventually tells you.

On the other hand perhaps you play some races so they have heroic resistance to booze.

That'd be my call, rather than worry too much about the book.


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I totally read the OP's thread title as "ALCHOHOL RULES!!!!"


Joshua J. Frost wrote:
I totally read the OP's thread title as "ALCHOHOL RULES!!!!"

It's all in the perspective.


Joshua J. Frost wrote:
I totally read the OP's thread title as "ALCHOHOL RULES!!!!"

Woo! *throws devil horns*


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Drinking...

Simple version : -1 penalty per drink to all Attribute, Skill and Initiative chicks, counteracted by Con bonus. Penalty reduces at 1 pnt per 3 hours, or per 1 hour rest.

- - -

Detailed version : Penalty is to all Attribute, Initiative and Skill checks. Penalty reduces at 1 pnt per 3 hours, or per 1 hour rest.

Weak drink (Ale or Mead) = -1
Average drink (Wine) = -2
Strong drink (Whiskey or Dwarven Ale) = -3

- In your favor is your Constitution bonus.
- Penalties are accumulative.

Example : Davik the Dwarf has Con 15 (+2 bonus) and drinks 2 dwarven ales and 1 regular mead. -7 penalty minus 2 Con bonus = -5 Penalty.

Penalty of -1 to -10 incurs a -5 penalty to speed.
Penalty over -10 incurs a -10 penalty to speed.

- - -

Remember to roleplay the difference however. The inebriated person thinks they are operating better, stronger, more funny and braver.

Drinking often removes social barriers/conditioning, so people may discuss or ask questions about things that are considered taboo or not normally discussed in public.

As a GM, characters drinking should not be a chance to have a killer encounter to teach them a lesson, it can however be great to have a mild encounter become worse or a regular meeting become humourous if roleplayed correctly. Remember NPCs trying to get the PCs drunk may end up getting drunk aswell.


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Joshua J. Frost wrote:
I totally read the OP's thread title as "ALCHOHOL RULES!!!!"

You know, I thought exactly the same thing.

As for rules that help you simulate alcohol's influence:

Alcohol is poison. Treat it as such.

Maybe have a few extra rules:

Apply DCs to all sorts of drinks (stuff like watery ale has something like 10 or 11, maybe even less - note that if you drink larger quantities of the stuff, it counts like several drinks, even if it's just one, albeit bigger, glass/tankard/barrel), and penalties for not making the save, like 1 dex and 1 wis.

But there are some differences: While other poisons increse the DC with repeated exposure while the stuff is still "active", the DC for alcohol will increase for everyhing you have drunk recently, whether it affected you directly or not. To get this modifier, divide the DC by 2 and subtract 5 (it's the same formula for getting an ability modifier for an ability score), but IT'S ALWAYS AT LEAST +1!

Track the damages you get separately from other stuff. They go away at a different rate than other penalties, and they have extra effects:

You get back one point of dex and wis per hour, and the DC drops by one per hour, too.

Recommended side effects are sickened, fatigued, nauseated, unconscious. Feel free to add more effects, maybe depending on the drinker (everyone is affected differently by alcohol). And some of those effects will persist for a whole day even after you have sobered up completely (hangover).

Sovereign Court

Alcohol quality might be a consideration as well - cheap nasty stuff is going to have a more damaging effect the next day.

Mixing drinks should already be covered (different saves and effects from different drinks, rather than rising DCs from one drink).

Liberty's Edge

You might want to check out the Arms & Equipment Guide (WoTC), it had a decent rules section on intoxication etc.


CourtFool wrote:
Joshua J. Frost wrote:
I totally read the OP's thread title as "ALCHOHOL RULES!!!!"
It's all in the perspective.

What, this was an illusion? I thought I hit the oasis mother load.

Liberty's Edge

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In my Curse of the Crimson Throne game I am running, I made this table for their crazy drinking on the day before they got their card.( It is a PBP game. This was their "bonding" session before the game officially started)

DC 5 = Passed out
DC 10 = Trouble standing, -6 AC and reflex saves, -4 to all checks, DC 20 Dex check needed to move more than half movement
DC 15 = -4 AX and reflex saves, -2 to all other rolls
DC 20 = -2 AC and Reflex saves and any skill checks for INT and DEX.
DC 25 = +1 Will save and Charisma based checks, -1 AC and Reflex saves.

I just had them make a fort save, using this table to see how the were effected. Drinking harder drinks added a penalty to the roll.


Joshua J. Frost wrote:
I totally read the OP's thread title as "ALCHOHOL RULES!!!!"

Same here...

*sips some more Port and starts feeling all Chrismassy*

Scarab Sages RPG Superstar 2015 Top 16

Since Pathfinder now has standardized rules for ailments (poisons, diseases and curses) I have planned on making up a couple of different stat blocks for alcohol (ale vs whiskey) and just treating it as a mild poison where failing a save incurs non-leathal damage and possibly confusion (or another appropriate condition). You could treat heavy drinking as additional doses.

[edit]*points to Kaeyoss* "what he said." Totally missed your post when I read through the thread.


Forgottenprince wrote:
You might want to check out the Arms & Equipment Guide (WoTC), it had a decent rules section on intoxication etc.

That's what I've used since I first got it, and I don't really see any problem with how the system works even going into the Pathfinder system.


Blake Ryan wrote:

Drinking...

Simple version : -1 penalty per drink to all Attribute, Skill and Initiative chicks, counteracted by Con bonus. Penalty reduces at 1 pnt per 3 hours, or per 1 hour rest.

<snip>

This makes no sense. Drinking alcohol is supposed to give all kinds of numerical penalties to characters, but absolutely no benefits of any kind? Why would anybody drink at all, then?

It's not accurate to treat alcohol purely as a poison. It has potentially beneficial effects: maybe bonuses to Diplomacy checks, or resistance to fear, or maybe even some temporary HP... there are lots of possibilities.


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js3 wrote:

This makes no sense. Drinking alcohol is supposed to give all kinds of numerical penalties to characters, but absolutely no benefits of any kind? Why would anybody drink at all, then?

It's not accurate to treat alcohol purely as a poison. It has potentially beneficial effects: maybe bonuses to Diplomacy checks, or resistance to fear, or maybe even some temporary HP... there are lots of possibilities.

No . . . you just think your diplomacy roll is higher because of the alcohol . . .

"Did you see that? She's totally into me . . . really . . . "


I'm looking for good alcohol rules too. In my upcoming, quite lighthearted game, there will be access to quite cheap potions, due to dwarves being master brewers. All these potions however, will be of quite double-edged nature...

A Brawler's Brew (magic fang) might be nice to have, but the day after, o boy!


amount of alcohol a player can drink equals 1 per point of CON bonus without a problem, after that it goes like this: DC 5 +total drinks consumed, roll for each drink. an ale equals i drink, make dwarf drinks count as 2, elfy drinks can count as near beer so 1/2, penalties can be -1 to hit,Ac, and saves for each failed roll. fail 3 rolls pass out, make a DC5 + total drinks consumed the next morning if its a fail suffer hangover penalty of -1 to attacks, saves, and AC, this is my house rule and it seems to work pretty good, oh yeah dwarves can consume their CON score before making any rolls


I usually treat it as an easy fort save.

DC 3 for wine and ale, DC 5 for stronger brew/liquor. Save after each drink and apply a cumulative -1 penalty to the save for each 1d3 drinks. If you fail the save you are sickened, fail a second save and you are nauseated. Fail a third save or more and you take 1 con damage with a 20% chance of falling unconscious. Even a high level monk with a good con will eventually start rolling 1s on their save.


Kolokotroni wrote:

I usually treat it as an easy fort save.

DC 3 for wine and ale, DC 5 for stronger brew/liquor. Save after each drink and apply a cumulative -1 penalty to the save for each 1d3 drinks. If you fail the save you are sickened, fail a second save and you are nauseated. Fail a third save or more and you take 1 con damage with a 20% chance of falling unconscious. Even a high level monk with a good con will eventually start rolling 1s on their save.

Except that it's poison and monks are immune to poisons at high levels...

Beyond that how do you get to fail a third save? Once you are neausated you can't drink anymore... beyond that is the question of how quickly it exits your system...


Abraham spalding wrote:
Kolokotroni wrote:

I usually treat it as an easy fort save.

DC 3 for wine and ale, DC 5 for stronger brew/liquor. Save after each drink and apply a cumulative -1 penalty to the save for each 1d3 drinks. If you fail the save you are sickened, fail a second save and you are nauseated. Fail a third save or more and you take 1 con damage with a 20% chance of falling unconscious. Even a high level monk with a good con will eventually start rolling 1s on their save.

Except that it's poison and monks are immune to poisons at high levels...

Beyond that how do you get to fail a third save? Once you are neausated you can't drink anymore... beyond that is the question of how quickly it exits your system...

True, forgot about the monks immunity, but I think you know what i meant.

As for how do you fail the third save. I think it is arguable whether drinking a normal drink requires a full standard action. Yes drinking a potion does, but if a nauseated character wants to use their move action to drink another drink, i would allow them to.

And generally for me it leaves your system 'mostly' when you awaken from unconsciousness, or 1 hour later if you hadnt reached that point.


Here's a rough draft I whipped-up:

A character drinking alcohol must make a fortitude save, DC5 +1 per additional drink, or become sickened for one hour. In addition, a character under the influence of alcohol gains a +2 bonus to charisma based skill checks for one hour. A character who drinks while sickened immediately begins throwing-up, and gains the nauseated condition instead. If a nauseated character consumes alcohol he falls unconscious for 1d4 hours. This DC may vary for different types of alcohol.

A person immune to poison may choose to ignore these effects, but ignores the bonus to charisma skills as well.

Something for hang-overs could be thrown in as well, fatigued maybe?

Edit: Wait, oops! I just read Kolokotroni's post, and realized he came up with something similar...;)


Joshua J. Frost wrote:
I totally read the OP's thread title as "ALCHOHOL RULES!!!!"

Same here


There's third-party splat called "Faires and Taverns" (I think) that has really well-written rules for drinking, not to mention some really cool games. I still use a variant of them in my 3.Paizo campaign.

Correction, it's called "Tournaments, Fairs & Taverns." Could have sworn "Fairs" was spelled weird...


I just wrote this up in my House Rules, any thoughts on my interpretation/twist on the rules is welcome!

A PC can engage an NPC in friendly conversation/rounds of drinking. An NPC must be "indifferent" to do so. A successful Diplomacy check is required to initiate this engagement. The DC is the NPCs Attitude DC. The setting/context should be appropriate as well, such as being in a tavern vs meeting someone random on a caravan route and offering a stranger a drink or trying to stop someone on the street on their way to work, which would result in a +5 or +10 to the DC, depending on the situation. A PC can approach an unfriendly NPC and attempt a Diplomacy Check to increase the NPCs attitude to indifferent first, before attempting to engage in rounds of drinking.

If a an NPC suspects the PC is trying to get them drunk (such as offering Dwarven Ale instead of regular ale, which is more effective, they might roll a Sense Motive check. Dwarves would probably not suspect anything if offered Dwarven ale and the PC might have a circumstantial bonus for offering a favored drink to an NPC.

Every drink reduces the consumers sense motive by -2 and a +2 to Diplomacy against people who have consumed drinks and are at least indifferent. These effects last 1 hour for every drink consumed and are negated with 8 hours sleep.

Drinks consumed in excess beyond 1+(2*Con Bonus) result in 1 hour of Sickened. Dwarven Ale drinks count as 2 regular drinks. A Character can continue to use diplomacy (to improve a targets friendliness or get information from a target) (as per the Diplomacy Rules), Bluff, or use other social skills.


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Gamemastery Guide wrote:
Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour equal to the number of drinks above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.


Sounds like I missed a fun thread.

Lantern Lodge

Actually, Slugfest Games, makers of the Red Dragon Inn, has this nifty book called Red Dragon Inn: The Guide to Inns and Taverns that has rules for drunkness, sobering, and contains a good number of spirits and brews to unleash in your game :) Using it in my Kingmaker game.


There's no official rules for alcohol, beside the little text box in the drugs and addiction of the gamemasters handbook. Personally I didn't like this rules, I thought it was really rushed, and though it might work for some party, I designed my own rule for alcohol. They can be applied to pretty much any sort of general alcoholic drinks, and if there needs a stronger drink, the game master can either design a new affliction or increase the dosage.

I consider alcohol to be a drug, using the same stats as in the gamemaster's handbook:

Type: ingested, Addiction: minor, Fortitude Dc 8-10(DM choice)
Price: Varies
Effect: 1 hour; +2 Charisma
Damage: 1d2 Dex and 1d2 Wis

Using this homemade formulae, I consider the addiction to be minor when regarding moderate alcohol comsumption. An excess could raise it to a more severe addiction. The very low fortitude save is more there to really put emphasis that nearly anyone can have a drink without much longterm effect, but heavy comsumption can add up quickly. As for the effect, the added charisma is to reflect the increase in confidence that alcohol provides. Remember that multiple doses wont have stacking benefits. And excess of alcohol could eventually give a penalty to charisma, at the DM discretion. The penalty on dexterity refelcts the lack of coordination while the penalty on wisdom reflects the weakened senses of the target. These bonuses stack. The low fortitude save also makes it that addiction rarely last for very long, since each day without any alcohol will reduce the check by 2 up to the minimum, which pretty much sums up a character being very heavily hungover.

I designed these rules for the Drunken Master Monk I was planning on maybe playing someday, and I thought alcohol should have its benefits and drawbacks, thats it folks. Enjoy


Easy and quick rules.

- Tell players that each drink gives them +1 morale bonus in ANY and EVERY roll, until they fail fort save.
- Then raise DC for everything they try by 2 per each drink, but not on the dc of any CHA based check, until they fail fort save, because drunken people are funny, until they vomit or pee on themselves.
- Lessen the penalty by 2 per hour.


You may enjoy the alternate rules I whipped up for a game we'll be starting shortly and posted a couple weeks ago:

Alternative Drinking Rules


I have a little alternate RULES: sadly tables didn't copy right.

I made it less stats and more changes your personality for a while.

Alcoholic beverages and mixed drinks
Beverage name Price per
glass Price per
keg/cask Save DC Prim. effect Sec.
effect Notes
Ale 4cp 9gp (42 gal.) 9 Yes Yes Made from malted barley.
Brandy 2gp 560gp (56 bot.) 10 No Yes Distilled wine.
Cyrian Rice wine 3sp 100gp (56 bot.) 10 Yes No Made from rice.
Dwarven Stout 4gp 1,260gp (42 gal.) 12 Yes Yes Imported from the Oarsmen.
Gin 2gp 672gp (42 gal.) 11 Yes Yes Made from Juniper Berries.
Kooghan Vodka 12cp 40gp (42 gal.) 11 Yes No Made from coconuts.
Mead 9cp 30gp (56 bot.) 10 No Yes Made from honey.
Grog, cheap 5sp 17gp (42 gal.) 10 Yes No Rum, water and citrus.
Grog, Pirate 1gp 336gp (42 gal.) 11 Yes Yes Burns holes in tables.
Rum, Cheap 8cp 27gp (42 gal.) 8 No Yes Made from sugarcane juice.
Rum, Coco-nut 23cp 77gp (42 gal.) 9 No Yes Made from coconuts.
Rum, Dark 7sp 235gp (42 gal.) 10 No Yes Aged longer than normal rum.
Rum, Gold 6sp 202gp (42 gal.) 9 No Yes In between light and dark rum.
Rum, Light 5sp 168gp (42 gal.) 7 No Yes Mostly used for cock-tails.
Rum, Spiced 17cp 57gp (42 gal.) 8 No Yes Light rum with added spices.
Scotch 7cp 24gp (42 gal.) 12 Yes Yes Made from malt barley.
Sherry 7cp 24gp (42 gal.) 9 Yes No Wine from white grapes.
Tequila 25sp 840gp (56 bot.) 12 Yes Yes Made from blue agave.
Whiskey 1sp 34gp (56 bot.) 12 Yes Yes Made from fermented grain.
Wine, Cheap 2sp 10gp (56 bot.) 9 Yes No Cheap wine, made from grapes.
Mixed drinks Price per
glass Not for sale in kegs or casks Save DC Prim. effect Sec.
effect Notes
Anchor’s Away 20gp - 11 No Yes Rum Spiced/Dark/Coconut + Pineapple Juice + Banana + Strawberry
Ambassador 64gp - 13 Yes Yes Tequila + Syrup + Or-ange Juice
Barbassirian Coast 26gp - 13 Yes Yes Rum + Cacao + Gin + Scotch
Bat Bite 12sp - 9 No Yes Spiced Rum + Cran-berry juice + Grena-dine
Bend over Shirley 11sp - 12 Yes Yes Kooghan Vodka + Grenadine + 2 Cherries
Black William 5gp - 13 Yes Yes Dwarven Stout + Kooghan Vodka
Black Wil-liam’s Ghost 6gp - 13 Yes Yes Dwarven Stout + Kooghan Vodka + Rum
Bloody Hurri-cane 27sp - 13 Yes Yes Tequila + Mead + Grenadine
Calypso Cooler 33gp - 11 No Yes Spiced rum + Peach + Dark Rum + Orange Juice + Grenadine + Lime Juice + Lemon Juice
Cast Away 25gp - 10 No Yes Coconut Rum + Or-ange Juice + Banana + Strawberry Juice.
Cussing Par-rot 18gp - 13 Yes Yes Tequila + Tabasco Sauce
Dances with Wenches 2sp - 9 No Yes Spiced Rum + Cran-berry Juice
Devils Hand-shake 33sp - 14 Save VS death Yes Whiskey + Tequila + Dark Rum +Limejuice + Secret Ingredient
Fancy Mar-ceau 3gp - 11 Yes No Valensian + Nimaehan Wine
Fog Cutter 27gp - 12 Yes Yes Rum + Orange Juice + Lemon Juice + Brandy + Sherry + Gin
Kturgian Mouthwash 1gp - 12 Yes Yes Pirate Grog + Rum + Vinegar
Old Salt 6sp - 12 Yes Yes Pirate Grog + Rum
Pirate’s Kiss 2gp - 9 No Yes Rum + Lime + Sugar
Scurvy Scar-let 7sp - 12 Yes Yes Pirate Grog + Wine
Spicy Seadog 3gp - 11 Yes Yes Brandy + Spices
Teetering Torrent 4gp - 11 Yes Yes Ale + Brandy + Rum
(Note that for each drink the player consumes, the DC should be gradually raised by one after each drink.)

Effects of Alcohol
D100 Random intoxication ef-fects D100
1 Obtain an aversion to alcohol, cannot hold your liquor. 51 Dazzled, -1 on attack rolls.
2 Hacking cough. 52 Friendly. Everyone is your best friend.
3 Nearsighted. 53 Strong opinions on morals.
4 Lisps. 54 Forgetful. What was I talking about again…?
5 Uncontrollably rude. Victim curses and swears and does not notice. 55 Confusion, 1: wanders away, 2-6: does nothing, 7-9: attack nearest creature, 10: act normally.
6 Hard of hearing. 56 Clumsy, knocks things over.
7 Limping. 57 Easily insulted.
8 You feel compelled to gamble. 58 Doesn’t like to be touched.
9 Overly critical. You are critical about everyone and every-thing. 59 Bad Breath.
10 Fatigued, -2 Strength and Dexterity, 8 hours rest need-ed. 60 Compelled to buy a new outfit.
11 You heal 1d4 damage. 61 Talk about childhood traumas.
12 Strong body odor. 62 Exhausted, -6 Strength and Dex-terity, 1 hour to become fatigued.
13 Sweaty. 63 1 wisdom damage.
14 Hands shake. 64 Charitable, feel compelled to give money to someone.
15 Not very observant, -4 to spot and listen checks. 65 Sultry, uncontrollably makes ad-vances at nearby other characters.
16 Strange eyes. 66 You receive 1d10 temporary hit points.
17 Whistles a lot. You just have to whistle that tune. 67 Sings a lot. You just love singing and everyone must hear it.
18 Fiddles and fidgets nervously. 68 Nervous eye twitch
19 Passionate about your hobby. 69 Compelled to reveal a personal secret
20 Stunned, drop everything you are holding and can’t take any actions, lasts 1d4 rounds. 70 Nauseated, unable to attack or cast spells, or anything that re-quires attention. 1d4 rounds.
21 Too talkative. You can’t stop talking. 71 Too eager to help or obey.
22 Pessimistic. 72 Optimistic.
23 Forgiving. You easily forgive even the harshest insults. 73 Picks fights. They are all looking at you the wrong way.
24 1d4 wisdom damage. 74 Under the effect of the die-hard feat.
25 Unbalanced, -4 on balance checks. Make a balance check every minute while moving, for 1d6 minutes. 75 Entangled, cannot run or charge, move half speed, -2 on attacks, -4 effective dexterity.
26 Jumpy. Every loud noise or sudden movement startles you. 76 Strong opinions on culture.
27 Suspicious. You are distrustful of everyone around you. 77 Sexist. Your manners towards the opposite sex have left you.
28 Trusting. You trust everyone completely. 78 Pious / religious.
29 Neurotic. 79 You recall some long lost lore, but forget it 1 hour later.
30 Affected by emotion, 1: Des-pair, 2: Fear, 3: Friendship, 4: Hate, 5: Hope, 6: Rage. 80 Feeble Mind, Intelligence drops to 1, subject is unable to cast spells or communicate coherently.
31 Helpful. You are eager to help anyone who needs help. 81 Individualist.
32 Careless. You take unneces-sary risks. 82 1 dexterity damage.
33 Curious. Mundane things are suddenly very interesting. 83 Contagion, contract a disease.
34 Moody. You have unpredicta-ble mood swings. 84 Racist. Everyone is different, and you hate them for it.
35 You feel irresistibly compelled to get a tattoo. 85 Bulls Strength.
36 Proud. You must let everyone know how proud you are. 86 Use the same phrase over and over.
37 Hot tempered. It does not take much to set you off. 87 Conformist, compelled to adapt to popular opinion.
38 Easy going. You are the most laid back person in the world. 88 Falls asleep.
39 Jealous. You are jealous about everyone. 89 1 intelligence damage.
40 Unconscious, knocked out and helpless, 1d4 hours unless awakened by others. 90 Slurred speech, cannot use focal component to cast, -4 on diplo-macy checks.
41 Jokester. You compulsively tell jokes. 91 No sense of humor.
42 Brave. You are reckless and unafraid. 92 Cowardly. You really don’t want any trouble.
43 Uncommitted. You couldn’t care less. 93 You feel compelled to buy some-thing irrational/expensive.
44 Fanatic. You become obsessed by something. 94 Prejudiced, you form an opinion without knowing the facts.
45 Red nose from alcohol. 95 You receive a vision.
46 Liar, you tell compulsive lies. 96 Truthful. You tell the absolute truth about everything.
47 Lazy, you don’t feel like doing any hard work. 97 Energetic. You can’t sit still. You have to do something.
48 1d4 intelligence damage. 98 Fascinated by magic.
49 Strong opinions on politics. 99 Distrustful of magic.
50 Staggered, can only take par-tial actions, normal actions take twice as long. 100 You obtain an alcohol addiction.


I recall some gamemaster guide (Unofficial) said you had 2xCon+1 till you're... sickened I think (can't recall if there was a save). Which makes sense. A Barb with base 20 con who then rages shouldn't have to worry about getting sick until they've had a looooot of drank. Meanwhile a wizard Elf likely isn't as... hardy and shouldn't be able to firm more than a few before they feel strong affects.

Hell, the Fast Drinker feat requires 18 Con. Seems like Con would serve as some sort of limiter. Also, Fast Drinker is ridiculous. You're drinking a standard action's with of booze (A tankard as per the Drunkern Master) in the same about of time, with the same amount of effort, as it takes to drop that very bottle. And then you can still drink as a standard!! Best feat ever.

Liberty's Edge

Urist McRanger: Oi, barkeep! My friends an' I wan' th' finest alcohols available t' cityfolk, we wan' 'em here, an' we wan' 'em now!

Freddy the Fighter: Well, looks like drinks are on the ranger tonight. Let's get drunk!

(ONE ROUND LATER)

Rita the Rogue: I like wine. ^_^

Amy the Alchemist: I prefer palm wine, but beer is good too. (she lets a few drops of beer fall to the floor)

Freddy: Beer's great!

Urist: Aye, it is, lad!

Edvard Eddard, Evoker: Guys, please. Fruit brandy's awesome.

(ANOTHER ROUND LATER)

Rita: Just leave the bottle, I'll refill my glass! ^_^

Amy: Tasty beer.

Freddy: Yeaaaaah!

Urist: Ayyyyyyyye!

Edvard: Uh, I think two's my limit. If someone casts Burning Hands on me, I might go up like a torch.

Freddy: Just like the bard did! Haa~

(A THIRD ROUND OF BOOZE LATER)

Rita: (napping at the table) Zzz. ^_^

Freddy: Ooof. My head's starting to spin.

Urist: Baaaaah, ya lightweight inverted pansy!

Amy: You need to know how much you can handle, Fred.

Edvard: (busy vomiting into his wizard hat)

(GOOD LORD, A FOURTH ROUND LATER)

Rita: Zzzz.

Freddy: x_X (passed out at the table)

Urist: Lass, ya sure you ain' a dwarf yerself? Yer handlin' yer cups better than mos' dwarves.

Amy: Didn't they tell you, Urist? Alchemists are immune to poisons.

Urist: .....Clever lass.

Liberty's Edge

Frosty Ace wrote:

I recall some gamemaster guide (Unofficial) said you had 2xCon+1 till you're... sickened I think (can't recall if there was a save). Which makes sense. A Barb with base 20 con who then rages shouldn't have to worry about getting sick until they've had a looooot of drank. Meanwhile a wizard Elf likely isn't as... hardy and shouldn't be able to firm more than a few before they feel strong affects.

Hell, the Fast Drinker feat requires 18 Con. Seems like Con would serve as some sort of limiter. Also, Fast Drinker is ridiculous. You're drinking a standard action's with of booze (A tankard as per the Drunkern Master) in the same about of time, with the same amount of effort, as it takes to drop that very bottle. And then you can still drink as a standard!! Best feat ever.

The best alcohol feat is Carouser from d20 Conan. You gain a +2 bonus on Bluff and Gather Information checks related to your drinking companions after two hours of heavy drinking, and you never suffer any penalties for being drunk no matter how much you drink. (Oh, and you are considered to have had a full night's rest after a night of drinking and wenching.)


Frosty Ace wrote:
I recall some gamemaster guide (Unofficial) said you had 2xCon+1 till you're... sickened I think (can't recall if there was a save). Which makes sense. A Barb with base 20 con who then rages shouldn't have to worry about getting sick until they've had a looooot of drank. Meanwhile a wizard Elf likely isn't as... hardy and shouldn't be able to firm more than a few before they feel strong affects.

The rules you're referring to are actually official and available here.

I have so many problems with these rules I don't know where to begin (which is why I made my alternate rules linked above.)

1 + 2×Con mod seems reasonable, except...

Over what span of time? A day? The idea that an average person could only consume 1 drink over the course of an entire day before becoming sickened is insane.

An hour? That's even more ludicrous - the idea that a dwarf with a 20 Con could drink 11 drinks an hour - every hour - the entire day with zero ill effects is as ridiculous as Legolas outdrinking Gimli in the Two Towers.

What about hangovers? Poison Resistance? Poison Immunity? Sobering up?

If I have a 10 Con, have a drink, wait 8 hours, then have another drink, am I still sickened for an hour? If I wait another four hours after that, have another drink, am I then sickened another hour?

MODERATE ADDICTION?

If you haven't looked into addiction rules at this point to see what moderate addiction means, I highly encourage you to do so, because according to the Pathfinder rules, rum will straight-up murder you.

I can only conclude that whoever wrote the drinking rules at Paizo has never been drunk or that they have had their judgement about drinking clouded by devastating personal consequences.

So, I'll just shamelessly plug my link up in my previous post again, because I'm really quite confident in it.


Oh wow. Moderate addiction? What? That seems like GM Fiat though, given it doesn't say when you're actually addicted. Still, that's stupid.

That said, you're rules are pretty good. So long as the penalty wouldn't apply against a monk's AC (Which AC isn't an ability check lol) that's actually really well balanced. If I ever get to make the Drunken bastard in a home game I'll request these rules.

As for those rules I now know are official, I assume it's per hour. Remember, 20 con is like being a giant... I think. You have the metabolism of a giant! XD Your more concerned about peeing your pants at that point.

The idea of drinking 10 tankards of ale in 30 seconds with no consequences is pretty badass though.


Frosty Ace wrote:

Oh wow. Moderate addiction? What? That seems like GM Fiat though, given it doesn't say when you're actually addicted. Still, that's stupid.

That said, you're rules are pretty good. So long as the penalty wouldn't apply against a monk's AC (Which AC isn't an ability check lol) that's actually really well balanced. If I ever get to make the Drunken bastard in a home game I'll request these rules.

As for those rules I now know are official, I assume it's per hour. Remember, 20 con is like being a giant... I think. You have the metabolism of a giant! XD Your more concerned about peeing your pants at that point.

The idea of drinking 10 tankards of ale in 30 seconds with no consequences is pretty badass though.

One of our players is already chortling over the fact that as a dwarven Drunken Rager who intends to pick up Fortified Drinker, Fast Drinker (I'm a nice DM and making it a trait with the stipulation that it has to be mundane alcohol), Good for what ails you and Internal Fortitude , he'll be able to get stupor-level drunk while raging and not feel it until the adrenaline wears off.

(Thanks for the compliment! :) I'm glad you like them. Our group is pretty excited about getting to play the various stages of drunkenness and is already looking forward - if you can believe it - to dealing with hangovers and blackouts.)


I seriously do not want to take away from any of the work that people have put in, obviously even some 3PP thought these rules were necessary, but I have to say. WTF?!

In every game I've ever played, drinking alcohol was just part of the flavor of the campaign, because taverns/inns are frequent venues for information gathering or resting. The idea that people would sit around a table and discuss, in minute detail, the type of alcohol consumed, its strength/weakness, and actually roll dice to discover whether or not their brave hero got hammered and passed out, seems ludicrous to me. Maybe that's just me, and maybe I'm the product of a too too busy lifestyle, but moments at the gaming table for me are too precious to be spent rolling dice to determine tipsiness. There's adventuring to do, monsters to slay, dungeons to crawl. Onward brave heroes!


Here's my thoughts on the matter (apologies for the necro):

Each alcoholic drink imbibed stays in your system for one hour. Multiple imbibed in that hour stack, and each previous drink ticks off after that hour.

Thus, with a Con of 12, I could have 3 drinks in hour 1 (reaching my max), then not drink during hour 2 (3 + 0 - 1 = 2), then have another two drinks in hour 3 (2 + 2 - 1 = 3).

This system means the Dwarf of Con 20 could not drink 11 drinks each hour, but 11 drinks in one hour then 1 every hour after; or 5 drinks one hour, 5 the next (5 + 5 - 1 = 9), 3 the next (9+ 3 - 1 = 11), then 1 every hour afterwards (11 + 1 - 1 = 11).

It also matches the ruling about being sickened, whereby every drink above your threshold causes you to be sickened for a number of hours equal to the excess drinks. So everything is in stacking hours.

The only thing missing is what you roll to avoid addiction/recover from being addicted. There's no DC in the basic rules. DC5, like in Skulls and Shackles? Add +2 for every drink you have in a given day? Roll the addiction just once a day? That could probably work.

Edit: Or maybe just the most drinks you had in your system at any one time? So if you drank enough to be sickened for two hours, then it would be your normal maximum capacity for drinks, and an extra two, so +10 (5 drinks * 2) to the save for my Con 12 character above.

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