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Old 10-04-2023, 10:45 AM   #41
binn05
 
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Default Re: [Basic] Disadvantage of the week: Addiction and Alcoholism

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Originally Posted by vicky_molokh View Post
What I found lacking was some sort of broadly-approved game mechanic for gaining addiction from use of whatever. Yes, it varies IRL, but so do withdrawals.
Do we have any rules regarding getting addicted in game after this was posted?
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Old 10-05-2023, 09:52 AM   #42
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Default Re: [Basic] Disadvantage of the week: Addiction and Alcoholism

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Originally Posted by binn05 View Post
Do we have any rules regarding getting addicted in-game after this was posted?
To keep the ball rolling, I was thinking something as:

1. Use HT as the number of doses/usages a character can use before addiction becomes a problem.
2. Roll 2d-6, to determine a modifier for the HT-number of doses.
3. After HT-modified doses, every time the character uses the drug, it must test HT modified by a modifier varying from drug to drug. Maybe using the withdrawal modifier from Highly and Totally addictive effects from Addiction.
4. Failure means getting the Addiction disadvantage for that drug. I was thinking about an incremental process starting with a quirk, then -5 points increments until getting the full value of the Addiction, but I got stuck there.
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