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Drunken Courage

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  • liszante
    replied
    Re: Drunken Courage

    Having run a few games now, I have decided to rewrite this.

    Drunken Courage
    Once per combat a PC may choose to Get Drunk as a Major or Minor action. When used as a Major action, the player rolls 2d6. When used as a Minor action, the player rolls 1d6. A player may spend both their major and minor action in a single round on getting drunk.

    If done outside of combat, the player may roll up to 3d6. Note: Right before battle does not count as outside of combat.

    The total rolled is the number of stunt points the PC may use on their turn, even if they do not roll doubles.

    While a character is drunk, they take a -2 disadvantage on all rolls until their stunt pool is empty, plus a number of rolls equal to the number of dice initially rolled. So, if a player decided to Get Drunk as a Major action, they roll at a -2 disadvantage on their next two tests after depleting their stunt pool.

    A PC cannot Get Drunk again until they lose this -2 disadvantage.

    Leave a comment:


  • Parsival
    replied
    Re: Drunken Courage

    The stunt system is quite a fun way of dealing with the complications of inebriation, though I think if I were trying to simulate it, I'd just play around with stat modifiers. I'd probably give -1 to any test to do with DEX, PER, INT or a to-hit test in combat. However, I'd add +2 to WIL tests to morale and courage, as well as anything to resist the effects of pain.

    Stunts are more fun, though

    Leave a comment:


  • liszante
    replied
    Re: Drunken Courage

    Oh, I like that.And it gets rid of the somewhat clunky rolling to use a stunt.

    Leave a comment:


  • SnarkKnight1
    replied
    Re: Drunken Courage

    5 Better When I'm Drunk Roll +1d6 the next time you attempt a test. This bonus dice can be used to generate stunt points. If you should still fail however, you lose your next major action due to inebriation.

    Leave a comment:


  • liszante
    started a topic Drunken Courage

    Drunken Courage

    Late this past summer, I started a Google Doc trying to figure out how to make the idea of "drunken courage" work in different settings. The overall idea being that alcohol gives courage and even enhanced results initially, but either has a greater chance of failure or leads to consequences down the line. I've been struggling with how to make this work best in Dragon Age. Right now I'm playing with stunts. The full doc is here: https://docs.google.com/document/d/1...it?usp=sharing

    Here is the Dragon Age part:

    Dragon AGE
    Drunken Courage
    When a character has been drinking alcohol with the intent of fortifying themselves, they may use the following stunts.
    # SP Title Stunt
    2 Forgot My Own Strength Roll Constitution (Drinking) against TN 13. On a success, add the value of the Dragon Die to your damage roll. On a failure, add half the value of your Dragon Die (rounded down) and your character falls prone after making the attack.
    3 Charge! Roll Constitution (Drinking) against TN 13. On a success, after completing your current action, move your full movement directly toward the greatest danger on the field. On a failure, move as on a success, but your recklessness prevents you from using any focuses on your next action.
    This is not important in the slightest! It is just a fun challenge. Dragon AGE currently has me stumped though, because I'm not 100% happy with my current solution. So I was wondering how others might approach it.
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