Surely someone out there must have come up with some drinking/getting smashed guidelines? I've got a pit fighter dwarf in my new campaign, and I can see it's going to be an issue!
Drinking rules?
I haven't yet, but off the cuff:
PC can drink a number of hard drinks = to their toughness before they are in danger of losing it, passing out, etc.
Once they reach their Toughness level, they are considered Intoxicated (per the condition): +2 misfortune, +1 fortune to all checks!
Every drink thereafter requires a resilience check, adding +1 misfortune to the check for each additional drink. No challenge dice as the inherent challenge is quite easy - swallow a drink.
Success means they stay on their feet. Failure adds 1 fatigue. 2 Banes = 1 fatigue. 2 Boons = do not add an additional misfortune on the next check.
Maybe characters can add Drinking as a specialisation...
Thus if their fatigue exceeds their St, they can't hold themself up any longer and pass out. If it exceeds toughness, they hurl their dinner and pass out. If Agility is exceeded, they can't see straight anymore, reach for the next drink, whack their head on the table and pass out... and so on.
Eventually you will drink yourself into a stupor.
I was thinking why not make them into action cards that the players get (temporary) Lets say they can handle a number of alcoholic units equal to the Toughness. after that they have to roll on the right action card. You will have several actions card like, Beer, Thunderwater ale, wine and spirits. Like a item card, than you have different effects based on the different alcoholic beverages that they are consuming.
Or maybe an item card: Thunderwater ale, with a rule summeray on the backside. Or have a action card based on different stages of drunkeness.
I will make a card and post it here later, to get the idea of where I a going.
good gaming
there is an intoxicated condition card. but maybe there should be an intoxicated/ piss-drunk/ and a sleep-with-your-cousin drunk card to add some flavor as people pass farther and farther into the depths of depravity. you could run the drinking competition just like you would an arm wrestling match where everyone involved makes a toughness check and whoever has the most successes wins the round and the losers move a token on a progress track. then you could set up different events that happen and write up a couple of off the wall things that could happen if anyone rolls a chaos star (maybe a bar fight or gets diarhea) or a cometsome wench gets impressed by your bravado, or an NPC who wouldn't talk toa character before is amused enough to help the party. i would take it easy on passing out fatigue though unless your players really dig the possibility of going insane just from drinking. maybe save fatigue for the later stages and two banes always equal fatigue on any physical check anyway.
I also like the idea of having different drinks have different effects, I think that really adds to the storytelling, especially because every locality can have its own special drink and the locals know what it does to the players but they can only imagine what they are dealing with.
and I think some drinking games would be great. i just read a little bit about a Korean drinking game where you roll a 14-sided dice and suffer whatever shame it doles out. can you imagine a drunk trollslayer rolling "you must let someone tickle you face with a feather" the korean dice use chinese characters that say a lot with only four symbols, empire dice would use dwarven runes. there were also some drinking games in Bugman's Pub Rules that would be fun.
Wow, some fantastic suggestions, thanks! This is going to require a bit more preparation...
UniversalHead said:
Wow, some fantastic suggestions, thanks! This is going to require a bit more preparation...
Yeah...I take drinking very seriously
Here is what I was thinking about, an action card for being...well drunk. I might change the title of the card to Carousing or Consume Alcohol, with the traits Basic, Inebriated, Ongoing Social . There will be about four levels of being drunk. Light-headed, Tipsy, Inebriated and Stinking drunk. So 4 Carousing cards.
Than item card or rules explanation for how many drinks you have to take before using the Carousing action card. for instance if you have Toughness of 4 you will manage 4 beers before getting Light Headed, 4 before getting tipsy and so on. Maybe a Toughness test?
anybody got any ideas?
There's two intoxicated status cards included in the Adventurer's Toolkit.
Rorschach Six said:
There's two intoxicated status cards included in the Adventurer's Toolkit.
Yeah, which for me is a bad excuse for going on carousing. In my 2nd edition I made a 4 page rule on drinking based on different levels, complete with tables with effects and status. My guys take drinking serious. roll on the inebrieated table to see how you are doing... is fare better than just hand them a condition card.
some things are worth fleshing out, and binge-drinking is one of them
Good Gaming
What SKILL SPECIALIZATION would be relevant?
jh
Charm would be the skill for carousing [specialization carousing], and Resilience [ Specialization Consume Alchohol], I would think.
As rewarding the players it is suggested to add fortune dice to the pool, and even a specialization. So I think first time they go on a binge, I will reward the players by giving them a specialization Consume alcohol or Carousing.
But still it just a drafting idea, under construction so to speak of.
but we should get some really good drinking rules on the hammerzeit.
Good gaming
Finally I am done constructing the drinking rules, which I think I will use for my games.
I have uploaded them to Hammerzeit, and we have t see what happens there.
It was not as easy as I had thought it would be to construct action cards for drinking. In the old edition I had a 4 page table full of wounderful and hilarious effects. I had to cram those effects down on 8 cards. That was not easy.
But lets see where this goes shall we?
Interesting ideas. Though in my experience drinking tolerance hasn't seen much fluctuation. Some people are good at it, others just suck at it. With little variation between attempts. Hardly has it been the case that the prodigious drinker all of a sudden keels over drunk after a couple of drinks.
So in my case, I'd reduce the variability of becoming inebriated and do simply add stress/fatigue points directly until someone keels over inebriated. This also handles the degradation of faculties with the increase in alcohol consumption (in addition to any card effects). Resilience specializations focusing on drinking would confer a "soak" value to any effects from alcohol. Maybe even have a basic drinking skill that can be trained and instead of fortune dice it gives +1 stress/fatigue per advance (i'd probably make it half price or 2x1 to purchase due to its limited applicability)
To add some variability I'd probably roll a misfortune dice and on a bane have the alcohol effects be particularly bad.
I can understand though if the main intent is to make drinking more of a "game" or a "gambling mechanic" where chance has a major role to play.
As an aside another fun card might be "I'll never drink again!", which if you've ever drunk enough you'll most surely be familiar with! On a Chaos Star result you get challenge dice to any WP check to resist not drinking again...
Lexicanum said:
As an aside another fun card might be "I'll never drink again!", which if you've ever drunk enough you'll most surely be familiar with! On a Chaos Star result you get challenge dice to any WP check to resist not drinking again...
too funny