Alcohol 'poisons', how do they work?


Advice


I'm currently running a skull and shackle campaign, and I have little experience in the use of poisons, and no real experience about the mechanics of alcohol in the game. The reason I bring this up, is that in the setting, there is a pirate game of drinking rum until there is only one standing, and that one is the winner.

The only downside, that I can see, is that failing fort save (which increases every round of shots) causes 1d3 con dmg, which, increase sequentially (I think) with every failed fort save. Ie: 1d3, 1d3+1, 1d3+2, etc... And since attribute damage is only healed 1 point a night, wouldn't that mean that it could take a week to recover from a single game, if not more? Or am I missing, or mistaken about something?

In the game, I just house ruled that it was short time, and they would be mostly recovered the next day, perhaps with a killer hangover (Fatigued, exhausted, or sickened based of how far they went).

Thoughts?


I house rule it... (my players chars tend to drink a lot...)

1: the alcohol dc increases by 2 for each unit drunk in 1 period. 1 save per unit.

2: 1period is 1 hour minus con mod x 5 minutes (minimum 20 minutes)

3: a failed save cost 1D3 con AND 1D3 wis (yes, the lower con hits the fort. save...)

4: a con 0 you pass out drunk... A wis 0 and you are the conscious braindead drunk... If both con and wis reach 0 on the same unit you are poisened

5: if only 0 or 1 stat reach 0 you gain 1 (wis or con) per hour. If both reach 0 (alcohol poisoned) you regain 1 of each per day (spells like restoration will be used, or it may take weeks to get back to full strength)


I don't have the module in front of me, but I believe you're misreading the rules for the Grog. It's treated as a drug, not a poison.

You take the Con damage for every drink, not just for a failed save. The save is just for addiction.

House rule it. The rules as written are basically unworkable. That drinking game would leave all but one dead. Since the whole crew is also forced to drink grog every day, they'd also all die off in a couple of weeks, unless they're also all secretly dumping the drinks like the PCs are expected to. Which is a kind of cool comedic image, but a bunch of pirates trying desperately not to drink isn't really traditional.


Bacon666 wrote:

I house rule it... (my players chars tend to drink a lot...)

1: the alcohol dc increases by 2 for each unit drunk in 1 period. 1 save per unit.

2: 1period is 1 hour minus con mod x 5 minutes (minimum 20 minutes)

3: a failed save cost 1D3 con AND 1D3 wis (yes, the lower con hits the fort. save...)

4: a con 0 you pass out drunk... A wis 0 and you are the conscious braindead drunk... If both con and wis reach 0 on the same unit you are poisened

5: if only 0 or 1 stat reach 0 you gain 1 (wis or con) per hour. If both reach 0 (alcohol poisoned) you regain 1 of each per day (spells like restoration will be used, or it may take weeks to get back to full strength)

I think I will try this next time


Yeah...even the devs have said the grog was a mistake. As written it's the most dangerous poison Golarion (1d3 Con damage, no save, Fort save or be addicted).

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