Many game systems studiously avoid the subjects of alcohol and other intoxicants in their rulebooks. It's easy to understand why, as publishers rarely wish to be seen as condoning the use of such substances. However, as adults, we realize that there will inevitably come a time at the table when a DM needs to adjudicate the mechanical effects of a wild night of tavern carousing. In fact, it's rare to meet a Game Master who hasn't had to hastily rule on an impromptu drinking match between a player character and a stubborn NPC dwarf at least once.
The following rules are not meant to reflect real life, nor are they scientifically measured to portray actual biology. They are a simple, streamlined metric for tabletop gaming purposes only.
How it Works: Choosing a Stance
To completely avoid mid-session math, drink-counting, or track-and-field record-keeping, Intoxication Table I relies on standard, voluntary conditions. At the tavern, a player simply states the level of inebriation they wish their character to reach and maintain. This eliminates tedious number-crunching during roleplay.
Note: The Dungeon Master remains the final arbiter. The DM may freely apply a higher level of intoxication if the character's roleplaying, a sudden drinking contest, or unseen plot circumstances demand it.
Understanding the Metrics
- Hit Points: The numbing effects of alcohol provide temporary hit points due to a heightened pain threshold. These hit points are lost first when damage is taken and cannot be healed back through any means, as they represent dulled nerves rather than actual biological recovery.
- Saves: A temporary bonus applied to saving throws. This models the classic cinematic trope of the happy drunkard who stumbles, slips, and somehow completely survives hazards that would normally severely injure anyone else.
- Mental: A progressive penalty applied to Intelligence and Wisdom scores due to impaired judgment and dulled mental faculties. Flavor Variant: Conversely, you can reverse this adjustment and add it as a temporary bonus to the perceived Charisma of the opposite or preferred sex, making tavern NPCs seem significantly more attractive than they actually are.
- Dexterity: A temporary decrease in Dexterity as physical coordination slips. This penalty directly impacts the character's Armor Class (AC), Initiative rolls, and ranged combat attack rolls.
- Memory: Your character's actual recollection of the night's events once the sun comes up. As intoxication deepens, memory fragments drop from a hazy haze to an absolute blackout.
- Liquid Courage: Self-explanatory. A metric for characters who need a bit of liquid bravery to attempt reckless, foolhardy, or dangerous stunts they would normally overthink while sober.

