My house rules for intoxication (drunkenness or being stoned):
It uses a DC 11 Con save, and the DC increases by 2 per drink/dose per hour, and if you have advantage on saves against poison it applies to these saves. Each failed save adds a level of Intoxication.
I use what is essentially a parallel of the Exhaustion table. It does all the same stuff as Exhaustion, but isn’t technically “Exhaustion” per se. They stack, but if you get to 6 levels because of a combination of intoxication and exhaustion then you blackout instead of dying. (If you get to 6 levels of either intoxication or exhaustion individually you do still die.)
In addition, each long rest clears 2 levels of intoxication. So if one were to hit 5+ levels of intoxication it would result in the 2-day hangover (presuming they survived). But not both Intoxication and Exhaustion. It goes Intoxication first, then Exhaustion levels as normal afterwords.
I like the idea of an exhaustion-like system for inebriation, especially since it can take multiple days for it to wear off. Though I also like the simplicity of "if you are drunk, you are poisoned". I mostly play it by ear in my games; if a player chugs down a bottle of whiskey, they're probably down pretty bad, and might just fall unconscious or throw up.
Using my rules for intoxication, every ounce of whiskey counts as 1 drink. If a PC chugs a 12 ounce bottle of whiskey, then they would have to take a DC 11 Con save, a DC 13 Con save, a DC 15 Con save, a DC 17 Con save, a DC 19 Con save… all the way to a DC 33 Con save (12 saves in total), and each one they fail results in a level of intoxication, 6 levels and they’re dead. Because chugging a pint of whiskey can actually kill you.
Sheesh, really? Can you tell I don't drink much? lol
Yeah, your system sounds fun. Though personally I prefer to avoid requiring multiple checks/saves in my games. Might try your system for a one-shot at some point though. Thanks for the info
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
My campaigns always seem to end up/start in in inns and taverns (I've no idea why) but these are the "rules" that we use:
Each glass of ale, cyder, mead, port, stout, gin, rum, whiskey, bourbon, and anything else that has alcohol in it will have an impact on you and your abilities.
Specifically:
INT
DEX
CHA
CON
The simple rule of thumb/claw is, the more you drink the greater the impact on your abilities.
you can have a number of drinks (1 pt = 1 drink) equal to con modifier plus 1 before the alcohol affects you.
The 5 aspects of drunkenness are:
loss of ability to think rationally and clearly (INT),
loss of balance (DEX),
loss of persuasion (CHA)
increase in pain threshold (HP)
loss of consciousness (CON).
Each drink you have above your CON modifier has the following impact:
INT – 1
DEX – 1
CHA – 1
HP + 2
You can consume 1 drink per your CON dived by 2 (rounded up) plus your CON modifier before you pass out.
E.g., Mavis
CON = 15, CON Modifier = + 5
Therefore, Mavis the Goliath can consume 13 normal strength drinks (15 dived by 2 = 7 ½ which when rounded up = 8 + 5 = 13 drinks). Drink number 13 will cause Mavis to pass out.
Also at the same time, as Mavis keeps drinking his ability scores will alter as follows:
ABILITY
Score
Drinks consumed
1
2
3
4
5
6
7
8
9
10
11
12
13
INT
13
13
13
13
13
13
12
11
10
9
8
7
6
5
DEX
13
13
13
13
13
13
12
11
10
9
8
7
6
5
CHA
7
7
7
7
7
7
6
5
4
3
2
1
0
0
HP
38
38
38
38
38
38
40
42
44
46
48
50
52
54
CON Mod
5
For each drink consumed over your CON modifier or 3 (whichever is the greater) you must roll a DC equal to your CON (excluding modifier) or puke your guts up. Each time you puke you suffer 1D3 DAM.
The above are negated by a long rest except for the Hangover which requires 2 long rests!!
Hangover
If you consume more than 1 ½ times your CON modifier or 2 rounded up (whichever is the greater) you have a 50% chance of a hangover. If you have a hangover, every action that you take is at disadvantage and initiative is minus 3 - excludes existing +ve initiative modifiers -, until you have another long rest.
Magical remedies specifically developed to overcome hangovers are effective. General healing potions have no effect.
Drink ABV (Strength)
Some drinks are exceptionally strong e.g.:
Halfling Fireball (2x)
Orc Kragg (3x)*
Goblin’s Grog (2x)*
Dragonfire Brandy (4x)*
Elven Firewine (2x)*
Turnip Wine (2x)
*Applies to other races
And some drinks may have immediate (good/bad) effects i.e., as you get drunker you feel less pain (hence your HPs temporarily increase by 2HPs after you consume drinks equal to your CON modifier)!! ITs up to the DM to decide which local/inn specific alcohol has an immediate effect.
These rules seem to work as they are based on your CON which is what most health related matters in DnD are based on
Had a random idea for how Drunkenness could work, which is a little metagamey but still fun!
For every drink you consume over your Con modifier, you get 1 point drunker.
For every point of Drunkenness you have, your Ability Scores for everything increase by 1, to a maximum of 30.
For every point of Drunkenness you have, the DC for your checks increases by 1, with no maximum.
So, in reality, it's like you have -1 to all checks, but your players will think they have a better chance, reflecting the confidence boost of Drunkenness!
Passing out is done at 5x your con mod of drinks, so +5 con characters can get super drunk, then think they can take on the world, before falling flat.
Example:
Grug the totally-original goliath barbarian has a Con of +5, and drinks 10 pints, making him 5 points of drunk. His Strength (apparently) is now 25, so +7. He gets in a fight, and punches at a commoner, and rolls a 7 for a total of 14. This misses, because the DC of hitting the commoner (IE, their AC) has increased by 5, because he's drunk.
I think that this would work until the players work out what is really going on! I might actually try this one!
Dnd 5e is very streamline about most conditions. Not many conditions or combat maneuvers or anything are very detailed. There are a limited amount of different penalties, mostly just disadvantage.
So to just say alcohol is poison in large amounts seems very much compatible with the general way DnD 5e works. Just like there is no actual cold effect, even though for example goliaths are said to withstand cold. There is just con saves and exhaustion really, as far as I know.
Poisoned/poison also goes well with some features, providing fun situations. Like Lesser Restoration or Prot. from poison to cheat in a drinking contest, like I once did with Lesser Resto. And like someone mentioned, dwarven resistance to poison goes well.
The effects of the poisoned condition also match the actual effects of alcohol. And alcohol is literally poison to humans IRL.
I would probably just have an increasing con save DC. The poisoned condition applies in full when they fail, like with cold and exhaustion. For dwarves etc. I'd probably let them drink more before having to make a saving throw.
I really like the homebrew above by ThorukDuckSlayer. I've tweaked it as follows, removing complexity in favor of simplicity:
_Your current drunkenness level is equal to 8 plus the number of servings of non-diluted alcohol (1 shot of hard liquor, 1 pint of strong ale, 1 glass of wine, etc.) you've had in the past number of hours equal to your CON modifier. (Higher CON means more hours of drinking, not more drinks per hour.) _If your current drunkenness level exceeds any of your stats, then you have disadvantage on all rolls made with that stat. (All checks, saves, attacks, whatever.) _Before you consume another serving of alcohol, make a CON *check*. The DC is your current drunkenness level. A failure means you pass out (gain the Unconscious condition) after consuming that drink. _If you gained the Unconscious condition due to your drunkenness, then you make a CON *save* every hour to wake up. The DC equals your current drunkenness level. (DC shrinks the more hours it's been since your last drink.)
_And, if you want to go one step further, we could say that failing the drunknness level CON check by 10 or more means "You have alcohol poisoning; start making Death Saves."
I really like the homebrew above by ThorukDuckSlayer. I've tweaked it as follows, removing complexity in favor of simplicity:
_Your current drunkenness level is equal to 8 plus the number of servings of non-diluted alcohol (1 shot of hard liquor, 1 pint of strong ale, 1 glass of wine, etc.) you've had in the past number of hours equal to your CON modifier. (Higher CON means more hours of drinking, not more drinks per hour.) _If your current drunkenness level exceeds any of your stats, then you have disadvantage on all rolls made with that stat. (All checks, saves, attacks, whatever.) _Before you consume another serving of alcohol, make a CON *check*. The DC is your current drunkenness level. A failure means you pass out (gain the Unconscious condition) after consuming that drink. _If you gained the Unconscious condition due to your drunkenness, then you make a CON *save* every hour to wake up. The DC equals your current drunkenness level. (DC shrinks the more hours it's been since your last drink.)
_And, if you want to go one step further, we could say that failing the drunknness level CON check by 10 or more means "You have alcohol poisoning; start making Death Saves."
Seems like a fun system! 😁 I might borrow it with some modifications.
I intuitively feel like the numbers could be a bit wonky. How many drinks could a con 18 character have before risking passing out?
Also, I would recommend still flipping it around. Because the liver is constantly removing alchohol, so IRL a big guy can keep drinking nonstop for the entire day, if their drinking pace is moderate. So the time drinking doesn't really matter - it's how quickly you consume alcohol.
So this formula would IMO work better if you could drink your Con Modifier in portions / hour without increasing your drunk level. I think that's actually pretty realistic. I'm myself a 2m / 115kg lad. I'd probably describe my alcohol related con as 14 (+2). I can drink mild drinks like beer as much as I want without becoming more than tipsy and never exceeding 0,5‰ (tested many times). But if I drink 1 beer and 2 shots every hour, I will be facing a bad time. 😅 then again Andre the Giant could probably drink those without feeling a thing. So the con should be a really big factor.
Your system works great with poison resi too. Maybe just double the portions?
Also, I love the bit where exceeding any stat gives disadv. That's great. So if you have 8 wis, being even slightly intoxocated will reduce your awareness even more. And low int, even a bit drunk will give you a hard time pronouncing difficult words. 😂 Amazing and fun detail!
I would suggest that passing out is an option only when exceeding your Con Score. But also give increasing narrative effects whenever drunk level goes more past a secondary stat. Like being 4 points ahead of your low int and having 18 con. You can keep walking and drinking just fine, but your speech is becoming absolutely incomprehensible. 😄 the additional narrative effects allows for a fun interaction between you and the players.
Maybe the number of drinks you can handle scale with size similar to how carrying capacity scales? Meaning, a creature of size small would be able to consume half as much alcohol as a medium creature with an identical CON. This would explain Andre’s alcoholic endurance.
My house rules for intoxication (drunkenness or being stoned):
It uses a DC 11 Con save, and the DC increases by 2 per drink/dose per hour, and if you have advantage on saves against poison it applies to these saves. Each failed save adds a level of Intoxication.
I use what is essentially a parallel of the Exhaustion table. It does all the same stuff as Exhaustion, but isn’t technically “Exhaustion” per se. They stack, but if you get to 6 levels because of a combination of intoxication and exhaustion then you blackout instead of dying. (If you get to 6 levels of either intoxication or exhaustion individually you do still die.)
In addition, each long rest clears 2 levels of intoxication. So if one were to hit 5+ levels of intoxication it would result in the 2-day hangover (presuming they survived). But not both Intoxication and Exhaustion. It goes Intoxication first, then Exhaustion levels as normal afterwords.
I like the idea of an exhaustion-like system for inebriation, especially since it can take multiple days for it to wear off. Though I also like the simplicity of "if you are drunk, you are poisoned". I mostly play it by ear in my games; if a player chugs down a bottle of whiskey, they're probably down pretty bad, and might just fall unconscious or throw up.
Using my rules for intoxication, every ounce of whiskey counts as 1 drink. If a PC chugs a 12 ounce bottle of whiskey, then they would have to take a DC 11 Con save, a DC 13 Con save, a DC 15 Con save, a DC 17 Con save, a DC 19 Con save… all the way to a DC 33 Con save (12 saves in total), and each one they fail results in a level of intoxication, 6 levels and they’re dead. Because chugging a pint of whiskey can actually kill you.
I realize that this is a year old, but is there any particular reason you chose an ounce as one drink? A shot is actually 1.5 ounces, and so the standard rule of thumb is that 1.5 oz of liquor is approximately 1 6-oz glass of wine and 1 pint (16 oz) serving of beer or cider. This is based on the fact that a typical liquor is about 40% ABV, a typical wine is around 15% ABV, and a typical beer or cider is around 3-7% ABV. Obviously you can count a spirit that's 80% ABV as two "drinks" per shot, and if you have a particularly strong beer then you could treat it more like a wine. If I were to adopt these rules (which I don't hate), I'd probably just change it to a standard "drink" instead of an arbitrary ounce.
What I've done in the past is to track the characters' drinks and time, and a CON save against a DC of 10 + the number of drinks consumed in the session, -1 for each hour since the start of the session, and if you fail that you're poisoned until you long rest (or get lesser restoration or similar cast on you). I like the way Sposta's method accounts for excessive drinking though; maybe there's some hybrid that I can come up with.
EDIT: I also considered creatures with advantage on saving throws against the poisoned condition to have advantage on the CON saves here, and those that are immune to the poisoned condition are immune to the effects of alcohol (i.e., they cannot be poisoned by it, but they also cannot actually become inebriated), with the exception of Drunken Master Monks.
You’re absolutely 100% correct in everything you wrote. only used 1oz to keep the math simple for people. If you wanna go with the more accurate 1.5oz then that would absolutely work (and be more realistic), or go with a generic “drink” (shot/glass/pint), that works too. The system doesn’t really change. And if you look at my original post I did go by “drink” instead of oz.
I could totally see using lesser restoration to alleviate some levels of intoxication.
Yes, I would utilize Advantage on saves against poison to apply to intoxication too.
5e has established drunkeness as a poisoned condition via redbrands in Lost Mines of Phendelver module.
A description in an adventure module is not a rule.
For the same reason it is not a rule that heart cap mushrooms must be an ingredient for healing potions (Dragons of Stormwreck Isle).
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Does anyone have a suggestion for dealing with a player who constantly spends their downtime drinking. The scenario usually involves the party travelling via a magical vardo that has separate magical rooms off the main vardo. One of these rooms has a giant alchemy jug that the players use but the one player constantly goes and tries to drink it dry. He does nothing else an I quite often ask the party members in the vardo if they are up to anything to try stimulate a bit of rp from them. He even asked me last session if he could empty the barrel. I’ve yet played any sort of intoxication rules as they are quite high level an he has a high con save. I was thinking about then making the character become alcohol dependent and giving it to him as a flaw but then don’t know how to manage rules for alcohol dependence. Is this a good idea or am I being a bit mean?
I don't think it's a good idea to punish a player character's downtime activity choice to drink and relax between adventures especially if he's having fun.
Does anyone have a suggestion for dealing with a player who constantly spends their downtime drinking. The scenario usually involves the party travelling via a magical vardo that has separate magical rooms off the main vardo. One of these rooms has a giant alchemy jug that the players use but the one player constantly goes and tries to drink it dry. He does nothing else an I quite often ask the party members in the vardo if they are up to anything to try stimulate a bit of rp from them. He even asked me last session if he could empty the barrel. I’ve yet played any sort of intoxication rules as they are quite high level an he has a high con save. I was thinking about then making the character become alcohol dependent and giving it to him as a flaw but then don’t know how to manage rules for alcohol dependence. Is this a good idea or am I being a bit mean?
Unless it is spoiling other people's fun, somehow, I'd suggest leaving it be. It shouldn't matter if they spend their downtime drinking. If there's an issue of him drinking so much it leaves nothing for others - maybe instead make available a magical upgrade that the vardo can conjure infinite alcohol but that alcohol cannot leave the vardo. Problem solved, everyone has fun, and nobody's getting punished for playing a fantasy game.
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Using my rules for intoxication, every ounce of whiskey counts as 1 drink. If a PC chugs a 12 ounce bottle of whiskey, then they would have to take a DC 11 Con save, a DC 13 Con save, a DC 15 Con save, a DC 17 Con save, a DC 19 Con save… all the way to a DC 33 Con save (12 saves in total), and each one they fail results in a level of intoxication, 6 levels and they’re dead. Because chugging a pint of whiskey can actually kill you.
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Sheesh, really? Can you tell I don't drink much? lol
Yeah, your system sounds fun. Though personally I prefer to avoid requiring multiple checks/saves in my games. Might try your system for a one-shot at some point though. Thanks for the info
[REDACTED]
Sure thing. But yeah, alcohol poisoning is no joke. Every spring break multiple college students drink themselves to death.
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Source: Xanathar's Guide to Everything
Wondrous item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
My campaigns always seem to end up/start in in inns and taverns (I've no idea why) but these are the "rules" that we use:
Each glass of ale, cyder, mead, port, stout, gin, rum, whiskey, bourbon, and anything else that has alcohol in it will have an impact on you and your abilities.
Specifically:
The simple rule of thumb/claw is, the more you drink the greater the impact on your abilities.
Each drink you have above your CON modifier has the following impact:
You can consume 1 drink per your CON dived by 2 (rounded up) plus your CON modifier before you pass out.
E.g., Mavis
Therefore, Mavis the Goliath can consume 13 normal strength drinks (15 dived by 2 = 7 ½ which when rounded up = 8 + 5 = 13 drinks). Drink number 13 will cause Mavis to pass out.
Also at the same time, as Mavis keeps drinking his ability scores will alter as follows:
ABILITY
Score
Drinks consumed
1
2
3
4
5
6
7
8
9
10
11
12
13
INT
13
13
13
13
13
13
12
11
10
9
8
7
6
5
DEX
13
13
13
13
13
13
12
11
10
9
8
7
6
5
CHA
7
7
7
7
7
7
6
5
4
3
2
1
0
0
HP
38
38
38
38
38
38
40
42
44
46
48
50
52
54
CON Mod
5
For each drink consumed over your CON modifier or 3 (whichever is the greater) you must roll a DC equal to your CON (excluding modifier) or puke your guts up. Each time you puke you suffer 1D3 DAM.
The above are negated by a long rest except for the Hangover which requires 2 long rests!!
Hangover
If you consume more than 1 ½ times your CON modifier or 2 rounded up (whichever is the greater) you have a 50% chance of a hangover. If you have a hangover, every action that you take is at disadvantage and initiative is minus 3 - excludes existing +ve initiative modifiers -, until you have another long rest.
Magical remedies specifically developed to overcome hangovers are effective. General healing potions have no effect.
Drink ABV (Strength)
Some drinks are exceptionally strong e.g.:
And some drinks may have immediate (good/bad) effects i.e., as you get drunker you feel less pain (hence your HPs temporarily increase by 2HPs after you consume drinks equal to your CON modifier)!! ITs up to the DM to decide which local/inn specific alcohol has an immediate effect.
These rules seem to work as they are based on your CON which is what most health related matters in DnD are based on
AuzzieDobbo
Had a random idea for how Drunkenness could work, which is a little metagamey but still fun!
For every drink you consume over your Con modifier, you get 1 point drunker.
For every point of Drunkenness you have, your Ability Scores for everything increase by 1, to a maximum of 30.
For every point of Drunkenness you have, the DC for your checks increases by 1, with no maximum.
So, in reality, it's like you have -1 to all checks, but your players will think they have a better chance, reflecting the confidence boost of Drunkenness!
Passing out is done at 5x your con mod of drinks, so +5 con characters can get super drunk, then think they can take on the world, before falling flat.
Example:
Grug the totally-original goliath barbarian has a Con of +5, and drinks 10 pints, making him 5 points of drunk. His Strength (apparently) is now 25, so +7. He gets in a fight, and punches at a commoner, and rolls a 7 for a total of 14. This misses, because the DC of hitting the commoner (IE, their AC) has increased by 5, because he's drunk.
I think that this would work until the players work out what is really going on! I might actually try this one!
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Dnd 5e is very streamline about most conditions. Not many conditions or combat maneuvers or anything are very detailed. There are a limited amount of different penalties, mostly just disadvantage.
So to just say alcohol is poison in large amounts seems very much compatible with the general way DnD 5e works. Just like there is no actual cold effect, even though for example goliaths are said to withstand cold. There is just con saves and exhaustion really, as far as I know.
Poisoned/poison also goes well with some features, providing fun situations. Like Lesser Restoration or Prot. from poison to cheat in a drinking contest, like I once did with Lesser Resto. And like someone mentioned, dwarven resistance to poison goes well.
The effects of the poisoned condition also match the actual effects of alcohol. And alcohol is literally poison to humans IRL.
I would probably just have an increasing con save DC. The poisoned condition applies in full when they fail, like with cold and exhaustion. For dwarves etc. I'd probably let them drink more before having to make a saving throw.
Finland GMT/UTC +2
I really like the homebrew above by ThorukDuckSlayer. I've tweaked it as follows, removing complexity in favor of simplicity:
_Your current drunkenness level is equal to 8 plus the number of servings of non-diluted alcohol (1 shot of hard liquor, 1 pint of strong ale, 1 glass of wine, etc.) you've had in the past number of hours equal to your CON modifier. (Higher CON means more hours of drinking, not more drinks per hour.)
_If your current drunkenness level exceeds any of your stats, then you have disadvantage on all rolls made with that stat. (All checks, saves, attacks, whatever.)
_Before you consume another serving of alcohol, make a CON *check*. The DC is your current drunkenness level. A failure means you pass out (gain the Unconscious condition) after consuming that drink.
_If you gained the Unconscious condition due to your drunkenness, then you make a CON *save* every hour to wake up. The DC equals your current drunkenness level. (DC shrinks the more hours it's been since your last drink.)
_And, if you want to go one step further, we could say that failing the drunknness level CON check by 10 or more means "You have alcohol poisoning; start making Death Saves."
Seems like a fun system! 😁 I might borrow it with some modifications.
I intuitively feel like the numbers could be a bit wonky. How many drinks could a con 18 character have before risking passing out?
Also, I would recommend still flipping it around. Because the liver is constantly removing alchohol, so IRL a big guy can keep drinking nonstop for the entire day, if their drinking pace is moderate. So the time drinking doesn't really matter - it's how quickly you consume alcohol.
So this formula would IMO work better if you could drink your Con Modifier in portions / hour without increasing your drunk level. I think that's actually pretty realistic. I'm myself a 2m / 115kg lad. I'd probably describe my alcohol related con as 14 (+2). I can drink mild drinks like beer as much as I want without becoming more than tipsy and never exceeding 0,5‰ (tested many times). But if I drink 1 beer and 2 shots every hour, I will be facing a bad time. 😅 then again Andre the Giant could probably drink those without feeling a thing. So the con should be a really big factor.
Your system works great with poison resi too. Maybe just double the portions?
Also, I love the bit where exceeding any stat gives disadv. That's great. So if you have 8 wis, being even slightly intoxocated will reduce your awareness even more. And low int, even a bit drunk will give you a hard time pronouncing difficult words. 😂 Amazing and fun detail!
I would suggest that passing out is an option only when exceeding your Con Score. But also give increasing narrative effects whenever drunk level goes more past a secondary stat. Like being 4 points ahead of your low int and having 18 con. You can keep walking and drinking just fine, but your speech is becoming absolutely incomprehensible. 😄 the additional narrative effects allows for a fun interaction between you and the players.
Finland GMT/UTC +2
Maybe the number of drinks you can handle scale with size similar to how carrying capacity scales? Meaning, a creature of size small would be able to consume half as much alcohol as a medium creature with an identical CON. This would explain Andre’s alcoholic endurance.
I realize that this is a year old, but is there any particular reason you chose an ounce as one drink? A shot is actually 1.5 ounces, and so the standard rule of thumb is that 1.5 oz of liquor is approximately 1 6-oz glass of wine and 1 pint (16 oz) serving of beer or cider. This is based on the fact that a typical liquor is about 40% ABV, a typical wine is around 15% ABV, and a typical beer or cider is around 3-7% ABV. Obviously you can count a spirit that's 80% ABV as two "drinks" per shot, and if you have a particularly strong beer then you could treat it more like a wine. If I were to adopt these rules (which I don't hate), I'd probably just change it to a standard "drink" instead of an arbitrary ounce.
What I've done in the past is to track the characters' drinks and time, and a CON save against a DC of 10 + the number of drinks consumed in the session, -1 for each hour since the start of the session, and if you fail that you're poisoned until you long rest (or get lesser restoration or similar cast on you). I like the way Sposta's method accounts for excessive drinking though; maybe there's some hybrid that I can come up with.
EDIT: I also considered creatures with advantage on saving throws against the poisoned condition to have advantage on the CON saves here, and those that are immune to the poisoned condition are immune to the effects of alcohol (i.e., they cannot be poisoned by it, but they also cannot actually become inebriated), with the exception of Drunken Master Monks.
Thanks! I’m glad you like what I came up with.
You’re absolutely 100% correct in everything you wrote. only used 1oz to keep the math simple for people. If you wanna go with the more accurate 1.5oz then that would absolutely work (and be more realistic), or go with a generic “drink” (shot/glass/pint), that works too. The system doesn’t really change. And if you look at my original post I did go by “drink” instead of oz.
I could totally see using lesser restoration to alleviate some levels of intoxication.
Yes, I would utilize Advantage on saves against poison to apply to intoxication too.
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Ended up having to use this tonight useful resource
5e has established drunkeness as a poisoned condition via redbrands in Lost Mines of Phendelver module.
You should see my links.
A description in an adventure module is not a rule.
For the same reason it is not a rule that heart cap mushrooms must be an ingredient for healing potions (Dragons of Stormwreck Isle).
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Does anyone have a suggestion for dealing with a player who constantly spends their downtime drinking. The scenario usually involves the party travelling via a magical vardo that has separate magical rooms off the main vardo. One of these rooms has a giant alchemy jug that the players use but the one player constantly goes and tries to drink it dry. He does nothing else an I quite often ask the party members in the vardo if they are up to anything to try stimulate a bit of rp from them. He even asked me last session if he could empty the barrel. I’ve yet played any sort of intoxication rules as they are quite high level an he has a high con save. I was thinking about then making the character become alcohol dependent and giving it to him as a flaw but then don’t know how to manage rules for alcohol dependence. Is this a good idea or am I being a bit mean?
I don't think it's a good idea to punish a player character's downtime activity choice to drink and relax between adventures especially if he's having fun.
Also before bringing alcohol dependence on anyone i would check that it cross no one's soft or hard limit.
Unless it is spoiling other people's fun, somehow, I'd suggest leaving it be. It shouldn't matter if they spend their downtime drinking. If there's an issue of him drinking so much it leaves nothing for others - maybe instead make available a magical upgrade that the vardo can conjure infinite alcohol but that alcohol cannot leave the vardo. Problem solved, everyone has fun, and nobody's getting punished for playing a fantasy game.
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