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Old 09-03-2018, 12:55 AM   #3
Join Date: Jul 2018
Default Re: Tavern Fun Time: Alcohol, Drinking, Intoxication, and After Effects


or, "Don't Split the Party, It Just Got Started!"

Adventurers often congregate in taverns seeking information, relaxation, or celebration. But while the wise taverngoer will pace her drinking to avoid overindulging, those who show less restraint risk getting tipsy or worse.

Anyone consuming only one drink (approximately one ounce of alcohol or one mug/glass of a typical brew) per hour rolls 1D6 vs ST to avoid the onset of intoxication. This is an automatic success so long as there is one hour between drinks and the drinker does not have Low Alcohol Tolerance.

For each additional drink per hour, add 1D6 and roll again. Note that the Carousing Talent and High Alcohol Tolerance both subtract 1D6 from the difficulty, while Low Alcohol Tolerance adds 1D6. See the “Saving Throws Against Intoxication” section of the Dice-Rolling Mechanics.

The GM may rule that certain alcoholic drinks contain the equivalent of more than one ounce of alcohol and count as more than one drink per hour, adding as many D6 to the roll as the number of equivalent normal drinks.

Spiked drinks may be given to a character, and if undetected, the character must make Intoxication rolls as per normal (perhaps rolled by the GM). Spiked drinks can be detected as shown in the “Detecting Spiked Drinks” section of the Dice-Rolling Mechanics.

or, "How I Learned to Stop Worrying and Love Getting Bombed"

Any intoxication roll vs ST that is reduced to a difficulty of 1D6 or less is an automatic success with no roll necessary. A 2D6 roll automatically succeeds on a 2 and automatically fails on a 12. Any roll of 3D6 or more follows the standard rules for automatic success and failure.

A critical success (3 or 4 on 3D6) subtracts 1D6 from the difficulty of the next intoxication roll if drinking continues and lessens attribute penalties by +1 DX and +1 IQ. A critical failure (17 or 18 on 3D6) increases the next roll for continued drinking by an extra 1D6 in addition to the normal 1D6, increases the attribute penalties by an extra -1 DX and -1 IQ, and causes the drinker to vomit on their next turn.

The practical effect of a critical failure for combat would be that the character may take no other action than vomiting on their next turn. However, the GM may rule that some other misfortune happens to the drinker instead of vomiting, such as falling off a chair, stumbling and falling to the ground, dropping whatever they were holding, etc., or may allow the player to make appropriate adjDX rolls to try moving to a better place before vomiting.

A normal failure on the roll means that intoxication has begun or gotten worse. See the “Failed Intoxication Roll Results” section of the Dice-Rolling Mechanics. When a character passes out after five failed rolls, they will remain unconscious for a number of hours equal to the amount by which they failed their save.

Success on the intoxication roll means no additional ill effects from drinking while still enjoying the revelry, though any accumulated penalties for intoxication remain in effect. If drinking continues within that hour, the difficulty of the intoxication roll increases by 1D6 for each drink beyond the first. Roll separately for each drink consumed.

If an hour passes between drinks, then the first drink during the next hour starts at 1D6 less than the previous hour’s last intoxication roll. For example: three drinks last hour at 3D6 carry over a base difficulty of 2D6, and the first drink after an hour has passed would add its 1D6 to again become a total saving throw of 3D6 vs ST.

If two hours had passed with no drinking, then only 1D6 of difficulty would carry over to become 2D6 total, and three hours later is long enough that the first drink would be back to a 1D6 automatic success.

Note that a successful Intoxication Saving Throw only means that no additional penalties accrue. It takes four hours of non-drinking to actually decrease penalties by one level of failure, as detailed in the following paragraphs.

or, "How to Get Shaken AND Stirred"

If the character remains awake and conscious, then for every four hours that pass without drinking, decrease the level of intoxication by one failure amount. Thus if currently suffering from three failed rolls for -3DX, etc., and four hours pass without drinking, reduce the penalties to -2 DX, etc.

A character who has not passed out or fallen asleep may try to sober up more quickly through home remedies or some other technique. The success of such remedies is up to the GM.

One possibility the GM might allow is for the character to drink stimulant beverages that grant +1 DX and +1 IQ for four hours (such as very strong coffee), but these modifiers may only accumulate to add +1 to DX and IQ over normal maximum values after cancelling out any negative modifiers for intoxication, fatigue, or wounds.

For example, a normal DX=10 can only be temporarily improved this way to DX=11 no matter how much stimulant is consumed. At some point, the GM may even rule that too much stimulant becomes counter-productive, causing jitters and inability to concentrate.

If the character takes drugs or potions that are strong performance enhancers, then penalites can be negated and actual positive bonuses applied fully beyond the maximum values of DX and IQ, but the GM may decide a saving throw is needed to avoid overdosing and/or becoming addicted to any drugs (perhaps 3D6 vs ST to avoid overdosing and 3D6 vs IQ to avoid addiction).

or, "If You Have Some of the Hair of the Dog that Bit You, You Better Hope His Bark Is Worse than His Bite!"

If a character either goes to sleep or becomes unconscious due to passing out, they are better able to recover. Their level of intoxication still decreases by one failure amount for every four hours without drinking, but the only effects of intoxication that remain after waking up — the “hangover” — are the penalties to DX and IQ (no movement penalties, no numbness, and no Reaction roll adjustment).

The lingering DX and IQ penalties for a hangover slowly wear off over time in four-hour increments. A character who fails five saves and passes out could wake up after 8 hours (perhaps partly forced unconsciousness and partly trying to sleep it off) and still be at -3 DX and -3 IQ.

This would be a doozy of a hangover that will slowly wear off every four hours of the next day. If the character had woken up after only 4 hours, their hangover would have begun at -4 DX and -4 IQ!

If a character with a hangover is desperate to succeed at some dextrous or intellecutal task the next day, such as fighting a duel or working a job, the character may try folk remedies to cure the hangover. (See the “Sobering Up” section above.) It’s up to the GM to determine how effective folk remedies are, but trying the “hair of the dog that bit you” is a risky proposition.

Drinking more alcohol the following morning would only help if the character rolled a critical success (3 or 4 on 3D6) after consuming a drink of 3D6 strength or higher. As previously stated, a critical success reduces DX and IQ penalties by +1. Of course, if such a strong intoxication roll fails, the character starts to get drunk again and only makes things worse!

or, “Hit Me Again, Sam, and Make It a Double!”

Subject to GM ruling and player agreement, the first time a character tastes alcohol in their lifetime and then again every time a character passes out due to intoxication, roll 3D6 vs IQ to avoid alcohol addiction. Add +1D6 to the roll if the character has alcoholic relatives or some innate tendency toward alcoholism, and -1D6 if the character has some reason to be especially resistant to alcohol addiction.

NOTE: If the player of the character does not want to role play as an alcoholic, then don’t use this rule!

Assuming the roll fails and the character becomes alcholic, record the number by which the character failed the save (minimum value of 1). This becomes the severity of the character’s addiction until such time as the character is able to kick the habit. If the character ever becomes alcoholic again, a new addiction severity would be recorded at that time.

An alcoholic must roll 3D6 vs adjusted IQ to avoid taking a drink immediately after waking up each day, whenever alcohol is offered, and whenever a stressful situation arises. Once a drink has been taken, a roll of 4D6 vs IQ is required to stop drinking for the rest of that day, with failure meaning that the character must continue to make 3D6 saves to avoid drinking.

After a long time as an alcoholic (perhaps years), the GM may rule that the severity of these saving throws increases to 4D6 to not start drinking and 5D6 to stop drinking, but only if such a level of detail is enjoyed by the player of the character.

To kick the habit requires something that sparks a desire to recover, whether a tragedy of some sort, a momentous event, or an intervention by loved ones. To kick the habit alone cold turkey, roll 5D6 vs adjusted IQ per day until as many successes are achieved as the addiction severity recorded when the character first failed the save vs alcoholism.

Failure on the roll means the character must continue making the standard alcoholism saves per day to avoid drinking. A character could then become a “dry drunk” by failing the roll to kick the habit but making the roll to avoid drinking.

Decrease the difficulty to 4D6 per day if helped by a caring friend or loved one who refuses to enable the character’s addiction or by a skilled practitioner of medicine, psychology, or spirituality.

Decrease difficulty to 3D6 per day if helped by skilled individuals in a dedicated treatment program or similar healing environment, especially if it involves other alcoholics sharing their experiences and supporting one another.
"What you don't know can't hurt y ... OUCH!"

Last edited by flankspeed; 09-04-2018 at 02:03 AM.
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