“Top of the day to you! It’s that time of the year again,
when half the world gets drunk on behalf of the Irish. Okay, I exaggerate, but
the numbers are staggering, nonetheless.
In light of this momentous occasion, I bring you beer!
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http://egotvonline.com/wp-content/uploads/2012/03/green-beer.jpg |
Oh, I suppose I should do something D&D related, so I
also bring you Twizzlers!
No, seriously, in honor of St. Patrick's day, I bring you inebriation (how your players reach these stages is completely up to you):
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An inebriated creature has five stages of effect. Each stage
of inebriation is cumulative.
Stage 1 Tipsy
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+2 confidence bonus to all Charisma checks. Feelings of euphoria.
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Stage 2 Langered
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Poisoned condition and stronger feelings of euphoria.
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Stage 3 Two Sheets to the Wind
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Half speed and DC5 balance checks every round. If the
character fails the balance check, he/she gains the Prone condition.
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Stage 4 On the Cuff and Under the Table
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Gains Prone condition and must make a DC10 Con save or
become unconscious.
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Stage 5 Wrote Off
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Gains Unconscious condition and must make a DC10 Con save or drop to 0 hp and start making death saves.
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Well, that is all for today. Don't let your players get too drunk."
~ Gerald der Zeichner, the Goblin Savant
~ Gerald der Zeichner, the Goblin Savant
For stage one I would tell my players about the +2 bonus, but I wouldn't tell them that all DCs are also +2. It's not so much that booze makes them more charismatic, just that it makes them THINK they're more charismatic.
ReplyDeleteAbsolutely! Actually, I found the disadvantage from being poisoned coupled with the +2 confidence bonus a bit funny.
ReplyDelete