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Post by Baron on Feb 6, 2008 0:58:10 GMT -5
People are going to do it eventually, knowing our former games. I like the system from the Arms and Equipment Guide from D&D, so I'll post it up here:
Each different alcohol has a DC of its own (strong spirits tend to be 13, strong beers and wines 11, and so on). A fortitude save against this roll keeps you sober. The fortitude save goes up by 1, 2, 4, etc. for each drink you have within an hour of each other.
When you fail a save, you take 1d2 temporary Wisdom and 1d2 temporary Dexterity points in damage. The more you do this the more drunk you are. If you go to 0 Wisdom, you fall unconscious. If you go to 0 Dex, you collapse in a drunken heap and can't really move much, but you're still able to be conscious. If you go to 0 in both, you may start to suffer alcohol poisoning, and you make a Fortitude save vs. the highest DC alcohol you've had. Failure means you take 1 temporary point of Con damage every 10 minutes until you're either dead or you've been purged.
These ability scores recover by 1 every hour, starting an hour from the last drink you've had. If you've drunk enough, this is where you get hangovers, until the recovering is done. Even then you tend to feel crappy the entire day if you've had enough.
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