Drinking rules

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...from Mongoose's Quintessential Dwarf, pg. 32

The Dwarves' love of ale and natural resistance to toxins give them the ability to drink just about any other intelligent creature under the table. While few dwarves drink strictly to get drunk, drinking games are very popular in dwarven taverns the world over. In general, drinking games involve the following elements.

First, there is a test of skill. This can be a simple test, such as throwing darts, bouncing coins into a tankard, or arm wrestling. After each round, the winner buys a round of drinks for the losers. The losers must gulp down the provided drinks. The last dwarf standing wins.

Intoxication is handled similarly to poisoning, though all damage caused is temporary and usually passes within hours or, at worst, a day or two of rest. Whenever a character imbibes an alcoholic drink (between 8 and 10 ounces qualifies as a drink in this case), he must make a Fortitude save with a DC determined by the strength of the drink as shown on the table below. If the save fails, the character suffers temporary ability damage (also summarized on the table below). Once the character stops drinking, this damage begins to heal at a rate of one point every hour (the drunken character chooses which ability is restored each hour). If the character begins drinking again before they are completely restored from the previous intoxication, the ability damage stops healing.

For every 2 points of Intelligence or Wisdom damage, the character also suffers a reduction in Dexterity of 1 point. This Dexterity impairment is restored as the temporary INT or WIS losses are healed. [1]

When one of the character's ability scores reaches 1, or both Intelligence and Wisdom are reduced to below one half their starting totals, the character immediately passes out. If either, or both, of the character's ability scores are reduced to zero or below, the character dies from alcohol poisoning.

Any spells which provide resistance to, or healing from, the effects of poison will also provide resistance to, and healing from, the effects of intoxication.

[edit] Alcoholic Beverage Potencies (Average amounts)

Drink Strength Initial Damage Secondary Damage Save DC Example
Weak 1 INT 1 WIS 15 Watery beer
Stout 1d3 INT 1d3 WIS 15 Beer, Wine, Ale
Potent 1d3 INT 1d3 WIS 20 Rum, Whiskey
Dangerous 1d3 INT 1d3 WIS 25 Pure Grain alcohol

[edit] Notes

  1. Note from Phil: I read this to say that for every 2 points of Intelligence or Wisdom retrieved, the character also regains 1 point of Dexterity.
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