Addictions in game


Pathfinder First Edition General Discussion

Dark Archive

Hi guys. I have a player who wants her female cleric to be a bit of an alcoholic. Now, I could just make it a background thing that didn't impact on her stats, but I'd like to at least consider some mechanics for it.

Does anyone have some suggestions for handling being drunk and having an addiction that is not always fed?

Thanks


Bruno Kristensen wrote:

Hi guys. I have a player who wants her female cleric to be a bit of an alcoholic. Now, I could just make it a background thing that didn't impact on her stats, but I'd like to at least consider some mechanics for it.

Does anyone have some suggestions for handling being drunk and having an addiction that is not always fed?

Thanks

There are some rules for addiction in some games, hbut I don't remember which ones. You could make up something like will saves not to drink, diminishing some stats like, Dex and Wis by a small amount depending on how drunk she is, and so on and so forth.

I believe there is something about strong addiction in the Book of Vile Darkness, u could get those and diminish their effects also.

Dark Archive

Thanks, will dig up that book :)


Mr. Fishy would suggest that you keep it as rules lite as possible.
Going without for one hour/four hours/one day depending on the addiction. Penalty should match the severity of the addiction.
A -1 penalty for each "dose missed" Alcohol could be every four hours or every day. Taking a drink removes the penalty one for one or all at once. Mr. Fishy would make the penalty and the time lapse dependent. Alcohol is easy to get and carry so after four hours drink or take -1, Eight hours -2, one day -3 then the character is pretty miserable so they should be looking for that drink.

As for "drunk" one beer or shot per con mod then roll fort for intoxication, a heavy drinker addicted could double that. Drinkers tend to be resistant or light weights. The penalty could be inverted -1 per drink (fort) and -1 for every failed save (to everthing) until the penalty is higher than you Con or wis which ever is higher, then you pass out or puke then pass out.

One of the Dwarf splats had rules for drink but it was kind of complicated. Mr. Fishy thinks it was a Green Ronin book.

EDIT:Remember to have black outs.

Shadow Lodge

My PFS character is an alchemist with a drug habit. Since it's PFS the drug habit is just role playing. He uses his craft check to brew and sell drugs. After combat he takes sits down and smokes a bowl... "Wow guys that was an intense fight."

It's a work in progress.

As Fishy says I suggest you keep it all rules light.


Bruno Kristensen wrote:

Hi guys. I have a player who wants her female cleric to be a bit of an alcoholic. Now, I could just make it a background thing that didn't impact on her stats, but I'd like to at least consider some mechanics for it.

Does anyone have some suggestions for handling being drunk and having an addiction that is not always fed?

Thanks

Don't punish her by just adding penalties. Make sure to balance it with some boons.

For example, give her some fun and colorful contacts - people she's learned to call friends during her many prolonged stays in the gutter. She might have parts of her memory she doesn't remember - "great party last Tuesday!" "I was at a party?" "You set it up". "I did?"


You could allow a Flaw/Feat the character takes the flaw to get the feat. Play as you see fit.

Don't punish her by just adding penalties. Make sure to balance it with some boons. Guess who's getting a kick back from the beer companies. Sell out.

Mr. Fishy said to use black outs? wear are my pants? who's holy symbol is this? who are you and where are we? And Mr. Fishy's personal favorite "I'm married to what?"

Shadow Lodge

Mr.Fishy wrote:

You could allow a Flaw/Feat the character takes the flaw to get the feat. Play as you see fit.

Don't punish her by just adding penalties. Make sure to balance it with some boons. Guess who's getting a kick back from the beer companies. Sell out.

Mr. Fishy said to use black outs? wear are my pants? who's holy symbol is this? who are you and where are we? And Mr. Fishy's personal favorite "I'm married to what?"

One possible feat/flaw would be to have an addict feat with some downsides but allow the character access to illegal goods and a bonus to knowledge local


She's a bit of an alcoholic, like pretty much all adventures and 100% of all dwarves, not an illegal drug dealer ;p

I say ditch the mechanics, keep it as a background thing. God knows how frustrated people would be if you did the same for every dwarf PC who yammers on about ale.

Dark Archive

arms and equipment had some rules.

basically each drink after the first in an hour has a fort dc of 10-13 (depending how good the booze is), save goes up by 1-2 per each drink. each failed save gives -1 dex and -1 wis. thats why monks arent normally drunks :P

Dark Archive

Yeah, I don't want to make it too cumbersome or too penalizing, just a little.

For being Drunk I was considering:

Every hour of drinking, Fort save DC (10 + hours drinking). Failure gives -1 to Dex and Wisdom based skills, but +2 to saves against fear. If the character keeps drinking after a failed save, she will continue to make saves. Additional failed saves increase penalties to -2, then -5 then unconscious, while increasing the bonus to fear saves by 1 each time.

For going without drinking:

Each day, Will save DC (10 + days without drink). Failure gives -1 to Wisdom and Charisma based skill checks, and -2 to saves against getting drunk. Further failed saves increase the the penalty to Wisdom and Charisma based skill checks by 1 each time.

Does that sound too harsh, especially considering alcohol is normally readily available? Also, the PC in question, if I didn't mention it, is a cleric, so she will only rarely fail these saving throws.


Keep it simple. Otherwise play it however is best for your group.

Black outs are a great way to mess with a PC. Wake up next to a body and watch the chaos ensue.


Mr.Fishy wrote:

Keep it simple. Otherwise play it however is best for your group.

Black outs are a great way to mess with a PC. Wake up next to a body and watch the chaos ensue.

... or wake-up next to another PC and watch the chaos ensue...


Mr. Fishy does one nice thing a day...does she use "The Pill"


For a player you can probably cap it at 2 days of cumulative penalty. Not a lot of players will be content walking around with those sorts of minuses.

Have you thought about how the addiction might be beaten?

Bruno Kristensen wrote:


Each day, Will save DC (10 + days without drink). Failure gives -1 to Wisdom and Charisma based skill checks, and -2 to saves against getting drunk. Further failed saves increase the the penalty to Wisdom and Charisma based skill checks by 1 each time.

Does that sound too harsh, especially considering alcohol is normally readily available? Also, the PC in question, if I didn't mention it, is a cleric, so she will only rarely fail these saving throws.

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