I'm currently writing up a new campaign for my players, where instead of them being Adventurers, they are Salesmen for a corporation style brewery. Its designed to be a fun whimsical campaign with more focus on politics and intrigue than combat.
In the process of writing this, i haven't found any rules for intoxication through alcohol. So i have written some of my own as well as some "Magical Potions" to go alongside it.
I've spent a bit of time on this, however i was hoping to get some comments and criticism on it in order to tweak it for my players to enjoy the system rather than abuse it.
First part is how the Intoxication Condition works, followed by some sample "Magical Potions" that can utilise the system. Ignore the pricing for the moment, that is still a work in process alongside the realm economy.
New Condition
Intoxicated
SmallBeerINC as a business sells alcoholic drinks. These drinks are also magic potions with special effects they can have on the players. Be warned, unsafe drinking can have adverse effects. This is represented using the Intoxicated Condition.
When one of these Alcoholic Potions (or Beers as they are commonly called) is drank as an action, the drinker must take a Constitution save to resist the effects of the alcohol. (DC Depends on drink consumed).
An Alcoholic Potion is one of the below drinks consumed in their smallest serving
For example, to gain the effects of a Beer potion, a Pint must be consumed, whilst for the effects of the shorts, simply a shot must be consumed.
On a pass the drinker gains the effect of the potions and does not suffer an intoxication level increase
On a fail the Drinker still gains the effect of the potion, however they also gain 1 level of intoxication. (see table below for intoxication effects)
There are 5 stages to the intoxication.
Each stage has disadvantages, however these disadvantages are ignored if they conflict with the effects of the Alcoholic Potions drunk.
Drinking a new Alcoholic Potions removes the effects of the previous potion unless specified.
Level
Effect
1
Disadvantage on Ability Checks (excluding Con)
2
Speed Halved
3
Disadvantage on Attack rolls and Saving Throws (excluding Con)
4
Intelligence score halved. Hungover Effect (see below)
5
Unconscious. Hungover Effect (see below)
Removing Intoxication
Intoxication levels can be removed in one of the following ways.
Short Rest - A Short rest will remove 1D3 levels of intoxication as long as no further Alcoholic Potions are drunk during the short rest.
Long Rest - Taking a long rest will reset the Intoxication level down to 0, however if the intoxication level before the long rest is a 4 or 5 then the Hungover effect will happen (See below)
Remove Poison effects - Effects that remove the Poison Condition reduce the Intoxication effect level by 1
Hungover Effect
If the characters Intoxicated level is 4 or more at the point of starting their long rest. They finish the long rest with the following effects -
Intoxicated Condition Level - 0
Exhausted Condition Level - 1
Beer
Derradrin's Draught - Ale, Average DC13 Con
A Solid brew, with a strong hop taste. Crisp and smooth, the every-dwarves beer.
Pint Price = 1SP
Barrel Price = 10GP
Effect - 1D4+1 Hit Points gained
Gregor's Groundbreaker - Ale, Strong DC16 Con
Strong and Dark, vigorously refreshing. For the hard worker or the miner.
Pint Price = 1SP
Barrel Price = 11GP
Effect - Gain Advantage on STR and Athletics Checks
Tearbringer's Tipple - Ale, Weak DC10 Con
A Bland Pale Ale. For the little Tearbringers with their dinners.
Pint Price = 5CP
Barrel Price = 5GP
Effect - The character feels refreshed (no effect)
Meads/Ciders
Gilded Goblin, Mead, Average DC13 Con
Golden Mead for the Gold Miners of the Gold Coast
Pint Price = 8CP
Barrel Price = 8GP
Effect - Advantage to Sleight of Hand Checks
Farmers Favourite - Cider, Strong DC16 Con
Finest Apples to make the Finest Thirst Quencher for those long days in the field.
Pint Price = 1SP
Barrel Price = 11GP
Effect - Grants Resistance to Heat and Cold Damage
Beehive Brews - Mead, Weak DC10 Con
A thick treacly mead perfect to wash down a fine meal with.
Pint Price = 5CP
Barrel Price = 5GP
Effect - Removes Poisoned effect, from sources that are ingested. Excluding alcohol.
Wines
Ladies Lover - Wine, Average DC13 Con
For those seeking the advantage at courting. Nothing beats the courage this drink can give you!
Glass = 1GP
Bottle Price = 5GP
Crate Price = 120GP
Effect - Gains Advantage to Charisma Based Skill Checks when dealing with members of the opposite sex
Varik's Vintage - Wine, Average DC13 Con
Varik was always eagle eyed on his grapes, there is no reason you cant be too!
Glass = 8SP
Bottle Price = 4GP
Crate Price = 100GP
Effect - Gain advantage to Perception tests. Double Proficiency for Passive Perception
Fey's Favourite - Wine, Weak DC10 Con
The Fey Folk love the fancier things in life, well nothing gets more fancier than this!
Glass = 6SP
Bottle Price = 3GP
Crate Price = 80GP
Effect - The character feels refreshed (no effect)
Shorts
Sailors Sourmash - Rum, Strong DC16 Con
For the Master of the crows nest. Keeps you ploughing the high seas for longer!
Shot = 1GP
Bottle Price = 20GP
Crate Price = 500GP
Effect - Removes 1 Level of Exhaustion
Tizzets Tongue-twister - Vodka, Strong DC16 Con
No trade deal is complete without a toast with Tizzets finest potato !
Shot = 1GP
Bottle Price = 20GP
Crate Price = 500GP
Effect - Gains Advantage to Charisma Based Skill Checks
Firebrands Flamethrower - Whiskey, Very Strong DC20 Con
A Rich, and Powerful whiskey that warms even the coldest hearts. Warning, mass consumption can cause spontaneous combustion.
Shot = 1GP + 5SP
Bottle Price = 30GP
Crate Price = 600GP
Effect - The Character gains 1 use of the Dragonborns Gold Dragon Breath Weapon. Must be used within 10 minutes of drinking, or if a new drink is consumed before the breath weapon is used.
Well...as Brotherbock, I am of course very interested in this topic. I come from a long line of brewing monastics. :)
Are these going to be rules for general intoxication as well, or just for these potions? 1st Ed DMG had info on intoxication (of course, they had a table for everything). Back then, you'd lose INT, DEX, WIS, and CHA as you got more intoxicated, and you'd have an attack penalty as well. However, you would gain temporary HP, and you would become braver.
5e effects could be a resistance to fear, or even a resistance to psychic damage. I could even see a resistance to illusions--I don't care that a dragon just appeared, I've already been seeing pixies dancing around the bar all night! But I kind of like the idea of temporary HP from getting drunk/high. I've seen stoned dudes take some damage that would have dropped them when they were sober, and they keep on going.
As far as the potions go, they're cool, but I'm a bit confused about their use. Is the idea that they'll be sold to adventurers, or to taverns in general? Some of the effects seem like something the average peasant in the tavern won't need at all. If they're for adventurers, then the price needs to beat the price of potions that don't come with possible intoxication :D
The potions are for general sale. Adventurers and Peasants welcome (as long as they pay!). The idea behind them is that the business wanted to get the sales. And having a pint available for the average peasant that actually makes them feel better after a day in the field is a sure fire way to get paid in a medieval/high fantasy setting
. The prices aren't right currently as I'm working on the world economy.
The main thing i feel is that the intoxication condition levels need tweaking. They are based off of the exhaustion condition really. Everyone experiences Alcohol differently, so i tried building it around what effects alcohol have on the body, and let players decide on the psychological effects, its gonna be a learning curve and some mix of Mechanics V Roleplaying.
One thing that might be a fun way to tweak it (if youre looking to change intoxication effects) is for a higher level of intoxication you could have the player roll for a random form of short term madness (table in the DMG) with the effect lasting until the level of intoxication is reduced. This adds a bit of randomness to the intoxication and can have varying results. Perhaps the player has become a very violent drunk, fighting everyone they can see, or perhaps they are frightened of what they are seeing and have to huddle in a corner.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
I like the idea of various homebrew beers including affects for fear, charmed, etc. Some beers could cause you to be more susceptible to charmed or other affects! I don't think it should be that way for every type of alcohol. But this list definitely allows for campaign specific ales, or whatnot. I certainly appreciate how you excluded Constitution on your list of Effects.
We had a group of pirate girls who made their own beer with a PC choosing Brewer's Supplies in their tool options.
I love this list! We'll definitely be incorporating this into our Saltmarsh Campaign!!
This sounds really fun. And that is what D&D is about. Fun and roll playing. I know some people that if I was D.M.ing a game they would spend about an hour if not longer testing alcohols just to see what they do and roll play being drunk.
Love the idea. My one note is that the effect of 'Ladies Lover' seems a little needlessly limiting. Perhaps change 'with members of the opposite sex' to 'when in aid of romantic pursuits' and trust it to the players and DM to agree when that is, or just make it apply to all charisma checks.
I love these. I'm currently looking for ideas myself. Playing a Monk who must make something that makes the world a better place. I decided to go with this same type of Alchemy/Herbal/Brewer and make mead that has various potion-like effects to be sold in taverns along with fun mechanics for adventuring without being full potion strength.
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Hi All
I'm currently writing up a new campaign for my players, where instead of them being Adventurers, they are Salesmen for a corporation style brewery. Its designed to be a fun whimsical campaign with more focus on politics and intrigue than combat.
In the process of writing this, i haven't found any rules for intoxication through alcohol. So i have written some of my own as well as some "Magical Potions" to go alongside it.
I've spent a bit of time on this, however i was hoping to get some comments and criticism on it in order to tweak it for my players to enjoy the system rather than abuse it.
First part is how the Intoxication Condition works, followed by some sample "Magical Potions" that can utilise the system. Ignore the pricing for the moment, that is still a work in process alongside the realm economy.
Well...as Brotherbock, I am of course very interested in this topic. I come from a long line of brewing monastics. :)
Are these going to be rules for general intoxication as well, or just for these potions? 1st Ed DMG had info on intoxication (of course, they had a table for everything). Back then, you'd lose INT, DEX, WIS, and CHA as you got more intoxicated, and you'd have an attack penalty as well. However, you would gain temporary HP, and you would become braver.
5e effects could be a resistance to fear, or even a resistance to psychic damage. I could even see a resistance to illusions--I don't care that a dragon just appeared, I've already been seeing pixies dancing around the bar all night! But I kind of like the idea of temporary HP from getting drunk/high. I've seen stoned dudes take some damage that would have dropped them when they were sober, and they keep on going.
As far as the potions go, they're cool, but I'm a bit confused about their use. Is the idea that they'll be sold to adventurers, or to taverns in general? Some of the effects seem like something the average peasant in the tavern won't need at all. If they're for adventurers, then the price needs to beat the price of potions that don't come with possible intoxication :D
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
The potions are for general sale. Adventurers and Peasants welcome (as long as they pay!). The idea behind them is that the business wanted to get the sales. And having a pint available for the average peasant that actually makes them feel better after a day in the field is a sure fire way to get paid in a medieval/high fantasy setting
. The prices aren't right currently as I'm working on the world economy.
The main thing i feel is that the intoxication condition levels need tweaking. They are based off of the exhaustion condition really. Everyone experiences Alcohol differently, so i tried building it around what effects alcohol have on the body, and let players decide on the psychological effects, its gonna be a learning curve and some mix of Mechanics V Roleplaying.
One thing that might be a fun way to tweak it (if youre looking to change intoxication effects) is for a higher level of intoxication you could have the player roll for a random form of short term madness (table in the DMG) with the effect lasting until the level of intoxication is reduced. This adds a bit of randomness to the intoxication and can have varying results. Perhaps the player has become a very violent drunk, fighting everyone they can see, or perhaps they are frightened of what they are seeing and have to huddle in a corner.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I like the idea of various homebrew beers including affects for fear, charmed, etc. Some beers could cause you to be more susceptible to charmed or other affects! I don't think it should be that way for every type of alcohol. But this list definitely allows for campaign specific ales, or whatnot. I certainly appreciate how you excluded Constitution on your list of Effects.
We had a group of pirate girls who made their own beer with a PC choosing Brewer's Supplies in their tool options.
I love this list! We'll definitely be incorporating this into our Saltmarsh Campaign!!
This sounds really fun. And that is what D&D is about. Fun and roll playing. I know some people that if I was D.M.ing a game they would spend about an hour if not longer testing alcohols just to see what they do and roll play being drunk.
You can find my published homebrew Spells here.
Love the idea. My one note is that the effect of 'Ladies Lover' seems a little needlessly limiting. Perhaps change 'with members of the opposite sex' to 'when in aid of romantic pursuits' and trust it to the players and DM to agree when that is, or just make it apply to all charisma checks.
I love these. I'm currently looking for ideas myself. Playing a Monk who must make something that makes the world a better place. I decided to go with this same type of Alchemy/Herbal/Brewer and make mead that has various potion-like effects to be sold in taverns along with fun mechanics for adventuring without being full potion strength.