Advanced Alcohol Ruleset (Add-On for FO:E PnP Revised)

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Mattiator
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Advanced Alcohol Ruleset (Add-On for FO:E PnP Revised)

Post by Mattiator » Wed Dec 26, 2012 8:17 am

Advanced Alcohol is a special set of rules intended to improve and expand the basic "FO:E PnP (Revised)" rules for alcohol, as well as adding an interesting new set of items as well as traits, and perks specially tailored for the alcoholic and brewmaster in your game.

Features:
- Sixteen new items (Twelve special alcohols, four new crafting items, two new schematics)
- Two new perks (With slight modifications to Blackjack's Fury)
- One new trait
- Alcohol Brewing rules
- Special Alcohols, magical brews with incredible effects... and crippling drawbacks

https://docs.google.com/spreadsheet/ccc ... tdlE#gid=1

As of now, these rules are undergoing constant alterations and feedback thanks to player input from games where it is being used. My goal was to get a solid baseline to continually add and update the rule set. GMs should use their own discretion, and should feel perfectly fine with altering the rules to fit their groups needs. If you have any comments or questions regarding the rule set, feel free to comment!

Recent Updates:
January 13, 2012: Added Cloudsdayle Malt to the list of available alcohols, also altered rules regarding the standard alcohols (Beer/Cider and Whiskey/Wine/Spirits) to be closer to the original Fallout rules. Unfortunately, this necessitated me making them more expensive for balancing reasons. Sorry, alcoholics! :fluttercry:
January 9, 2012: Overhaul of alcohol levels and addiction systems.
December 28, 2012: Minor balancing pass. Full details in changelog.
December 26, 2012: Initial Release
Last edited by Mattiator on Sun Jan 13, 2013 8:02 am, edited 5 times in total.
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Rabbs
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Re: Advanced Alcohol Ruleset (Add-On for FO:E PnP Revised)

Post by Rabbs » Wed Dec 26, 2012 12:56 pm

Hmm... these have some potential. If you want some help find me on the IRC as 'Mad_Modd'. And welcome to the wasteland :pinkiehappy: .
"I AM A SEXY SHOELESS GOD OF WAR!!"
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LuckyLeaf
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Re: Advanced Alcohol Ruleset (Add-On for FO:E PnP Revised)

Post by LuckyLeaf » Tue Jan 01, 2013 5:40 pm

For players intent on taking the addictive properties of alcohol into effect, I've devised a simple method that takes the alcohol levels into account. Simply roll a D10 for each time alcohol is ingested. Add the current alcohol level of the character to the roll, and on a roll of 11 or higher, you become addicted, losing 1 PER and 1 INT. Addiction penalties do not stack, and are not psychological. Alcohols are considered chems for the purposes of perks and traits (such as Chem Resistant).
This makes alcohol addiction far too easy. You already have 10% chance of addiction with a single with a single beer, the 20% for the second. A couple nights in a bar would leave the whole Equestria addicted (though that explains why the Ponyville folks were so manic for cider). The chances of addiction should be related to how often the character sustains a certain alcohol level. Say, a minimal chance for up to 3 alcohol level weekly, an increased chance for any alcohol level daily or semi daily. I'd also use 1d100 for that, since 10% is a huge chance.
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Mattiator
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Re: Advanced Alcohol Ruleset (Add-On for FO:E PnP Revised)

Post by Mattiator » Wed Jan 02, 2013 4:20 am

Hmmm. Looking at it now, you're right that the chance for addiction is much too high. I'll work on a better system for determining it, for now I've bumped up the base needed to 13 or higher, meaning you'd need to have consumed more than one drink at the very least before needing to roll for addiction chances. The issue I've got with the system you've proposed is that, while it is more sensible from a realism standpoint, it makes it much harder to get addicted to alcohol than chems, despite both having very similar effects and uses. I wanted to keep the structure of addiction checks similar to chems for simplicity's sake.
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Mattiator
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Re: Advanced Alcohol Ruleset (Add-On for FO:E PnP Revised)

Post by Mattiator » Sun Jan 06, 2013 9:45 pm

Decided to add in Stabsinthe, the alcohol that come from my OC's hometown. A bit different from most alcohols, it's stat gains aren't much but it's nice for hydration.
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Mattiator
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Re: Advanced Alcohol Ruleset (Add-On for FO:E PnP Revised)

Post by Mattiator » Thu Jan 10, 2013 12:08 am

Completely overhauled the Alcohol Levels system after some discussion with some players in the game I'm in. Also expanded on the brewing rules, along with seriously reducing the chances for addiction.
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