Page 2 of 2 FirstFirst 12
Results 11 to 17 of 17

Thread: Alcohol in Legend

  1. #11
    Join Date
    Sep 2010
    Location
    Oxfordshire
    Posts
    30
    Downloads
    0
    Uploads
    0

    Default

    Quote Originally Posted by soltakss View Post
    Agreed and if you can make it easily usable and fun to use as well as being fairly accurate then it would be a good set of rules.
    Can we start with the size of a dose (allowing some and spare the precise metric/imperial conversions)?

    Suggest (because we can all relate by personal experience) 1 DOSE = 1/2 litre beer, or 0.25-0.3 litres wine, or 0.1 litres strong spirits

    Application - Ingestion (really, I think injection calls for specialist rules or GM fiat for an unusual situation)
    Onset time - 15 minutes (I'm guessing)
    Duration - 2 hours (likewise)
    Resistance - Resilience. Adjust Difficulty according to normal rules scale depending on whether you have eaten well, or are starving, or whatever

    POTENCY - 40, but +10 cumulative for each extra dose downed within the onset time, and the drinker must reroll for each new application within the duration, again adding + 10 Potency per dose to what's already int he system.

    Effects - Put your thoughts here, but as a discussion starter

    Potency roll fails - no effect
    Potency roll succeeds, Resilience succeeds, no effect, but Potency remains to be added to that of the next drink.
    Potency succeeds, Resilience Fails, -10% to skills (including resilience). If you are using Passions - add +10 to the Passion. Potency remains as above.
    Potency succeeds, Resilience Fumbles - Puke, pass out, do something embarrassing (scale to Potency already on board). Hangover assumed.

    Remember you roll for each dose, and the effects are cumulative.

    Not playtested, obviously, this is off the cuff, but similar to my drug use rules. But If I drink 5 pints within 2 hours, and have resilience 50%, succeed/fail/succeed/fail/fail - I'm now -30% on skills, +30% on Passions, Potency in system is now 90% and the next pint will see me home to bed. If I make it. Maybe a bit harsh...but I'll be fine in an hour...no, really, I'm fine to drive...honest.

  2. #12
    Darkholme is offline Member
    Join Date
    Feb 2012
    Posts
    56
    Downloads
    56
    Uploads
    1

    Default

    Hmm. Your approach seems to be along the same lines as the S&P Article. I was hoping to get something more with more believable effects, that could Ideally be generalized to be able to add more drinks of varying strengths on the fly.

    I can see mine needing some revision to make it more easily usable, but I'm not confident in this approach. I feel that while it's simplistic enough to be more easily usable than what I originally put up, its simplistic to the point of not being realistic enough for me.

    The effects in particular. The ones I mentioned match up well with the actual effects of alcohol, and include the potential for coma or death.

    Now that I've seen the S&P Article, this approach, and what I started with, I'm more convinced I have the right idea, Though the presentation needs work and I need to make it so less calculation is needed. I'll try to take the comments in this thread into consideration, and I'll make a revision and put it up when I get the chance.

  3. #13
    hanszurcher's Avatar
    hanszurcher is offline Junior Monster
    Join Date
    Apr 2009
    Location
    Poisoned Lake
    Posts
    59
    Downloads
    19
    Uploads
    0

    Default

    I've been using Legend's Fatigue Levels to represent Intoxication. Having just read the Signs & Portents 45 article I might go in for using its Intoxication Levels, but the rest of those rules are an unneeded complexity. I'd also extend penalties to all skills, not just those related to DEX and INT.

    For drinking contests I pit the opponents Resilience scores in opposed tests.
    I don`t play monsters. I play men besieged by fate and out for revenge. ~Vincent Price

  4. #14
    Join Date
    Sep 2010
    Location
    Oxfordshire
    Posts
    30
    Downloads
    0
    Uploads
    0

    Default

    Quote Originally Posted by Darkholme View Post
    Hmm. Your approach seems to be along the same lines as the S&P Article. I was hoping to get something more with more believable effects, that could Ideally be generalized to be able to add more drinks of varying strengths on the fly.

    I can see mine needing some revision to make it more easily usable, but I'm not confident in this approach. I feel that while it's simplistic enough to be more easily usable than what I originally put up, its simplistic to the point of not being realistic enough for me.

    The effects in particular. The ones I mentioned match up well with the actual effects of alcohol, and include the potential for coma or death.

    Now that I've seen the S&P Article, this approach, and what I started with, I'm more convinced I have the right idea, Though the presentation needs work and I need to make it so less calculation is needed. I'll try to take the comments in this thread into consideration, and I'll make a revision and put it up when I get the chance.
    In fairness - because there's a system in Legend for poisons - and I see no reason to have an alternative one for alcohol rather then just use what's there. The poisons rules give you a bunch of characteristics (application, potency, onset time, duration etc) for which you as GM can put in your own stats and effects. If you can describe those - rather than ask the system to do that for you - you can fill out the sheet. If you wanted to you could do it for each drink (Troll Lagers, Elf Ciders) rather than for alcohol per se. Is there a reason your alcoholic effects need to be more 'realistic' than those for other poisons...or would you want a subsystem for cobra venom as well to achieve a more clinically realistic outcome?

  5. #15
    Darkholme is offline Member
    Join Date
    Feb 2012
    Posts
    56
    Downloads
    56
    Uploads
    1

    Default

    Hmm. I gave a response to your post yesterday, but its now gone. If it was deleted, I dont have the slightest idea why.

    In it I said that I did use the legend system, but did add a few more details to it, and the only parts I really changed were different potential effects for different sized or multiple doses, and the layout was changed so that many drinks of different strengths could be presented as a single poison, since they are all in fact the same poison at different concentrations.

    I said I wouldn't mind seeing something similar for your example with the cobra wither - a chart showing several varieties of cobra, and if applicable, different effects for different dose sizes/concentrations in the same way.

    I suppose the fact that in a few places I used a character sheet statistic as part of the effect instead of just numbers and dice is unusual too, in that larger tougher characters can hold more liquor before it affects them, without even taking resilience into the question. Perhaps it mutes the role of the resilience skill too much or something. If thats the case, then that's a complaint I can see needing to be addressed. If not, the use of Chest HP was a good single number to represent both size and toughness. But Perhaps I should have tied it to the resilience skill or tied it directly to Con+Siz instead, they were the other possibilities I saw there.

    So while I do see that I made a couple small departures from the sample poisons, I don't think its a bad thing (though I suppose it is a slightly more expanded/robust poison system), but I do think my original post was unwieldly and involved too much math, and the same effect could (and should) be presented in a way thats easier to use at the table - and potentially a slightly simplified version of the same would be worth doing with duration and the amount you can drink for the effects to hit you being standardized across creature sizes and constitutions. I prefer the added realism of it taking more poison to drop an elephant than a housecat, but maybe others dont like that it adds the extra steps.
    Last edited by Darkholme; May 12th, 2012 at 12:22.

  6. #16
    rust's Avatar
    rust is offline Senior Member
    Join Date
    Jan 2008
    Location
    Sonthofen, Germany
    Posts
    2,424
    Downloads
    13
    Uploads
    0

    Default

    Quote Originally Posted by Darkholme View Post
    Hmm. I gave a response to your post yesterday, but its now gone. If it was deleted, I dont have the slightest idea why.
    The forum was moved to another server, and some posts got lost
    because of this.
    "Mind like parachute, function only when open."
    (Charlie Chan)

  7. #17
    Darkholme is offline Member
    Join Date
    Feb 2012
    Posts
    56
    Downloads
    56
    Uploads
    1

    Default

    Quote Originally Posted by rust View Post
    The forum was moved to another server, and some posts got lost
    because of this.
    Okay. No Worries.

    Did not realize about the move.

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •