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Old 08-01-2018, 06:49 PM   #11
flankspeed
 
Join Date: Jul 2018
Default Re: Effects of alcohol

Quote:
Originally Posted by CardDiceian View Post
This seems like a really nicely rounded set of rules, that take any for of revelry into account -I'll certainly be printing these off and keeping them with my official rules. :)
Thank you very much for the positive feedback! I did borrow ideas from other posters here, so I am indebted to them for inspiration. I merely tried to bring it all together and propose a way to make every drink count while including game mechanics for extra strong drinks, spiked drinks, vomiting, hangovers, and addiction.

Flavor is added by saying -1 DX/-1 IQ is just being tipsy, while increasing levels of intoxication begin to make a person unsteady on their feet if they move too far too quickly. In other words, they can stagger a short distance, but push it too far and they risk face planting on the floor.

Hangovers are reflected in that a person who fails five saves and passes out might wake up after 8 hours (perhaps partly forced unconsciousness and partly trying to sleep it off) and still be at -3 DX/-3 IQ. They have a doozy of a hangover that will slowly wear off every four hours of the next day.

If they are desperate to succeed in some dextrous task the next day, such as working a job or fighting a duel, they may be tempted to try folk remedies to cure a hangover. It’s up to the GM to rule how well those work. Trying the “hair of the dog that bit you” would only help if you rolled a critical success against a drink strength of 3D6 or higher, which would reduce DX/IQ penalties by +1. Of course, if you fail such a strong intoxication roll, you’re getting tipsy again and only making things worse!

I’m glad you like the rules and will find them useful. Enjoy responsibly! Or not, hehe.
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Last edited by flankspeed; 08-01-2018 at 07:01 PM.
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