![]() ![]() Dwarven beer: (Hard -20%) Toughness Test.Spirits: (Challenging -10%) Toughness Test.Good wine or rotgut: (Standard +/-0%) Toughness Test.You may always choose to automatically fail your Toughness Test to become Intoxicated, however. Failure results in Intoxication, whereas a Critical Failure results in becoming immediately Incapacitated! from Intoxication. If you mix different alcohols, assume the worst of the two or more types of liquor you drank. This means if you drank wine on the first hour, it would be a (Standard +/- 0%) Toughness Test, but for the second hour it would be (Challenging -10%), the third hour (Hard -20%) and so on. It may provide fleeting joy, but remains a poor excuse for a cure.įor every hour you drink, make a Toughness Test based on what you’re imbibing (with the Difficulty Rating becoming worse for each hour you drink). Why adventurers continue to subject themselves to the demon drink is hard to say. One thing is a certainty: many questions but few answers have been found at the bottom of a cup. The introspective attempt to pontificate upon the mysteries of the world and philosophize openly with those nearby (much to the chagrin of friends and strangers). Others grow increasingly belligerent, picking fights with anyone who looks at them the wrong way. In a grim & perilous world, it is not uncommon for Characters to drown their sorrows in the depths of a bottle.Some get stinking drunk, relieving themselves openly in public (or in their pants). Hope this gives you some inspiration, but here's how I handle it in Zweihänder Grim & Perilous RPG: In D&D terms this would be advantage on Diplomacy or Intimidate checks. The faun had this ability as well, which was amusing.ĭrunken Charm While under the influence of alcohol, you make attack rolls in social situations with 1 boon. A bane or boon is -1 or +1 d6 which is like disadvantage and advantage but they stack. In D&D terms, Strength in this case would use Constitution. You can benefit from Surge of Confidence only once per hour. Surge of Confidence When you feed your addiction, remove the fatigued condition and you, for 1 minute, make attack rolls and challenge rolls with 1 boon. After five consecutive successes, you lose this story complication. If you’re already fatigued this way, increase the number of banes from being fatigued by 1. A fatigued creature makes all attack rolls and challenge rolls with 1 bane. You must get a success on a Strength challenge roll with 1 bane plus 1 bane for each day you have gone withoutĪfter the first or become fatigued. The GM decides what you areĪddicted to, choosing something that costs you no more than 1 cp per day to maintain-booze, a common drug, or tobacco.Īddicted When you complete a rest without having fed your addiction at least once during the previous day, Your addiction has power over you, to the point that you must feed it to survive. He'd drink during combat to power up and carried wine flasks on a bandolier. He was addicted to alchohol and food (double meals) as well as sex. We had a drunk faun swashbuckler in the party and it worked really well (the mechanic not the addiction). Here's a take on alcholism from Shadows of the Demon Lord. ![]() If you take another drink while Exhausted, you make yet another saving throw as before.On a fail, you get a level of Exhaustion (following normal rules). If you take another drink while Poisoned, you make another Con saving throw.On a failure, you take the Poisoned condition for an hour.Special drinks (Dwarven Mead, Orcish Grog) might be higher, like DC 20. DC 10 for "light" ales, DC 15 for wine and spirits. After this, however, they must make a Constitution saving throw.A PC can have a number of alcoholic drinks within 30 mins of each other, equal to their Constitution modifier without having to make a test.With all of that in mind, here is my idea: Should the effect of a failed save be a condition, such as Poisoned? Or a level of Exhaustion?.Should the DC increase after each consecutive drink within the hour?.Should the DC for this save vary depending on the drink type? Ale vs.How long between drinks before the effects become cumulative?.Or should a character be able to drink a few without effect, depending on their Con ability score?.Should PCs test a Constitution save after every drink?.Not going for full-on realism either, more. My goal isn't to have a very granular system, but consistent with the simplicity of 5e. SO! i want to have a system for handling alcohol. One or two of these flaws is alcohol-related. more than one character in my campaign have listed "alcoholism" as character flaws.Īlso, I'm borrowing a "vice" or "derangement" system inspired by Darkest Dungeons.
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