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Old 09-02-2018, 11:10 PM   #2
flankspeed
 
Join Date: Jul 2018
Default Re: Tavern Fun Time: Alcohol, Drinking, Intoxication, and After Effects

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DICE-ROLLING MECHANICS

TAVERN FUN TIME: ALCOHOL, DRINKING, INTOXICATION, AND AFTER EFFECTS


SAVING THROWS AGAINST INTOXICATION
(Rated by Drinks Per Hour)

The following saving throws assume there is one ounce of alcohol per average drink and that an average human can handle one ounce of alcohol per hour without getting drunk.

Any roll of 1D6 or less is an automatic success, but be sure to take into account the saving throw modifiers listed in the note below.

1st Drink Per Hour: 1D6 vs ST

2nd Drink Per Hour: 2D6 vs ST

3rd Drink Per Hour: 3D6 vs ST

4th Drink Per Hour: 4D6 vs ST

For every additional drink per hour, add +1D6 to the difficulty. Extremely strong characters are able to drink more alcohol per hour but will eventually face challenging saving throws.

NOTE:

All modifiers are cumulative.

-- Carousing Talent: Roll -1D6

-- Eating While Drinking (GM must rule if enough food is consumed): Roll -1D6

-- Extra Strong Drink (more than one ounce of alcohol per drink): Roll +1D6 or more

-- High Alcohol Tolerance (may be a racial trait, e.g., dwarf): Roll -1D6

-- Low Alcohol Tolerance (may be a racial trait, e.g., elf): Roll +1D6


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FAILED INTOXICATION ROLL RESULTS
(Penalties are NOT cumulative.)


1st Failure
"Buzzed": -1 DX, -1 IQ


2nd Failure
"Tipsy": -2 DX, -2 IQ

— Balance is affected. To avoid falling prone when moving more than one-half of maximum Movement Allowance, roll 2D6 vs adjDX before entering each hex over half maximum MA. Failure means falling prone in the current hex before moving.

— Reaction rolls are -1 or +1 based on circumstances and the preferences of the other person, and the drinker's speech is slightly slurred.


3rd Failure
"Drunk": -3 DX, -3 IQ, -2 Movement Allowance (MA)

— Staggering begins. To avoid falling prone when moving one hex or more per turn, roll 2D6 vs adjDX before entering each hex up to one-half maximum Movement Allowance, and 3D6 vs adjDX before entering each hex over half maximum MA. Failure means falling prone in the current hex before moving.

— Reaction rolls are -2 or +2 based on circumstances and the preferences of the other person, and the drinker's speech is slurred.

— Physical damage taken is -1 Hit due to numbness.


4th Failure
"Smashed": -4 DX, -4 IQ, -4 Movement Allowance (MA)

-- Character may pass out if unable to shake off the drunken stupor. Take note of how many dice were rolled when the 4th failure occurred and immediately re-roll that number of dice vs ST.

If this second roll fails, the character passes out; treat the character as having failed their 5th saving throw (see below). If the roll succeeds, the character will remain conscious while suffering all penalties associated with the 4th failure.

— Character is now falling-down drunk if still conscious. Roll 3D6 vs adjDX to avoid falling prone on any turn when standing without some support. Failure means falling prone in the current hex.

The character needs either to sit down, lay down, lean heavily on something solid, or have someone put an arm around them for support.

— Roll 3D6 vs adjDX to stand up again if prone (no other action allowed while attempting to stand up).

— Roll 3D6 vs adjDX before every hex of unsupported movement up to one-half maximum Movement Allowance, and 4D6 vs adjDX before every hex of unsupported movement over half maximum MA. Failure means falling prone in the current hex before moving.

If able to lean heavily on something very solid, such as a wall, then roll only 2D6 before entering each hex up to one-half maximum Movement Allowance, and 3D6 before each hex over half maximum MA. Failure means falling prone in the current hex before moving.

If someone puts an arm around the character to assist walking, the pair may move up to half the slowest person’s Movement Allowance per turn without any danger of falling prone IF the helper can make a 3D6 vs ST check before the pair moves. The pair moves together on the turn of the slowest of the two characters.

If the helping roll fails, then the intoxicated person must roll 2D6 vs adjDX to avoid immediately falling prone in the current hex. Note that this helping ST check must be made each turn to continue supporting the intoxicated person before moving.

If two people work together to support the intoxicated person on each side, then no ST check is required and the trio can move at half of the slowest MA of the carrying characters while ignoring the MA of the intoxicated person.

However, the GM may rule that two very weak characters are trying to assist an extremely heavy drunken character. In that case, the helpers must combine their ST in order to succeed by having the stronger helper roll 4D6 vs the combined ST total of the two helpers.

If ever at the start of the intoxicated character’s movement the helper is no longer able to assist or intentionally lets go (for example, if the helper is attacked or tries to strike with a weapon or cast a spell), then the intoxicated character is once again unsupported and must roll vs adjDX as normal to either remain standing or to move.

— Reaction rolls are -2 or +2 based on circumstances and the preferences of the other person, and the drinker’s speech is very slurred.

— Physical damage taken is -2 Hits due to extremely dulled senses (such as when a person is put into a drunken stupor before performing primitive surgery).


5th Failure
"Passed Out": Unconscious

— Character passes out immediately and will remain unconsciousness for as many hours as the roll was failed by (rolling a 14 vs ST=10 results in 4 hours of unconsciousness), with a minimum time of one hour if an automatic failure occurs at the level of a 16 on 3D6 and the character’s ST=16 or higher.

— If the roll is a critical failure at the 3D6 level of a 17 or an 18, then the drinker will vomit, fall unconscious, and suffer fatal alcohol poisoning.

On a roll of 17, the drinker will die in as many minutes (not hours) as the roll was failed by (minumum of 1 minute) unless medical attention is administered before the time expires (Physicker or Master Physicker at 3D6 vs IQ).

On a roll of 18, the drinker will die immediately unless medical attention is administered within seconds per GM ruling (Physicker or Master Physicker at 4D6 vs IQ).


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DETECTING SPIKED DRINKS

Standard +1D6 drink: 3D6 vs IQ

— Roll +1D6 if prepared by a person skilled with alcohol, poisons, Alchemy, or Carousing

— Roll -1D6 if drinker is familiar with alcoholic beverages due to Carousing Talent or working with liquor, poisons, or Alchemy

— Roll -1D6 for each drink strength beyond standard (if the drink is twice as strong adding 2D6 to the Intoxication saving throw, then the detection roll is 1D6 easier)

NOTE: A detection roll reduced to 1D6 or less is an automatic success.
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Last edited by flankspeed; 09-12-2018 at 12:12 AM.
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