Many game systems tend to studiously avoid the subjects of alcohol and other intoxicants in their rules. It's easy to understand why, as they do not wish to be seen to condone the use of such substances. However, as adults, we realize that there will come those times when we may need to adjudicate the effects of a night of drinking and carousing, or similar circumstances. And I have yet to ever meet a Game Master that hasn't had to rule on a drinking match between a player character and an NPC, at least once.
The following rules are not meant to reflect real life. They are not scientifically measured and meant to portray the actual effects of various substances on the human body. They are a simple metric for game purposes only. Nor is this blog article meant to be seen as condoning or encouraging the abuse of alcohol or intoxicating substance in the real world.
Intoxication Table I is a simple table that does not require the use of calculations , or record keeping during the game. A player simply states the level at which they which their character to reach and maintain. This avoids arguments, number crunching, and other problems during play. However, the DM is the final arbiter of the game and may apply a higher level of intoxication to a character if the role-playing actions of the player, or circumstances unknown to the player, should apply to the situation.
The following rules are not meant to reflect real life. They are not scientifically measured and meant to portray the actual effects of various substances on the human body. They are a simple metric for game purposes only. Nor is this blog article meant to be seen as condoning or encouraging the abuse of alcohol or intoxicating substance in the real world.
Intoxication Table I is a simple table that does not require the use of calculations , or record keeping during the game. A player simply states the level at which they which their character to reach and maintain. This avoids arguments, number crunching, and other problems during play. However, the DM is the final arbiter of the game and may apply a higher level of intoxication to a character if the role-playing actions of the player, or circumstances unknown to the player, should apply to the situation.
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Hit Points - The number of temporary hit points added to the character due to higher pain thresholds. These hit points are lost first when damage is taken, and can not be "healed" back through any means because they are not actual hit points.
Saves - Temporary benefit to die rolls when making Saving Throws. This is a reflection of how drunkards seemingly survive situations that harm most everyone else.
Mental - Temporary decrease in Intelligence and Wisdom scores, due to impaired judgement and mental faculties. Conversely, this adjustment is reversed and added to the Charisma of the opposite/preferred sex, thus making them seemingly more attractive than they actually are.
Dexterity - Temporary decrease in Dexterity while intoxicated. Lowered Dexterity may affect Armor Class, Initiative, and ranged combat attack rolls.
Memory - Recollection of events while the character was inebriated.
Liquid Courage - Self explanatory. Some people need to drink to develop the courage to do something they would not normally attempt.