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Post by dmjez on Oct 9, 2016 12:24:41 GMT
Have you seen the Jackie Chan movie Drunken Master? He gets better at fighting the more he drinks until he drinks too much and gets bad again. I thought I'd try to incorporate something like that into my tavern brawls.
When creating characters I had all my players roll an extra stat for alcohol tolerance. I'm still sorting the details but basically play will go like this:
Each round all players must drink (maybe in real life too) each drink is worth a certain number of points (I might roll a d4 to decide simulating differing strength ales in each tavern) and each player adds that up as they go. Each lot of 3 points adds an extra +1 to attack rolls until the combined score from drinks is greater than the characters alcohol tolerance stat at which point they keep their attack bonus but start getting a -2 to rolls against AC for each further 3 points of drinking. If they get to double their alcohol tolerance I'll say they pass out drunk.
To simplify the fight I'm stealing someones rules I saw on Reddit, all characters have an AC of 10 and use a d6 as attack dice with no modifiers. If the players are clever and pick up chairs etc to use as makeshift weapons or do something like swing from a chandelier I'll allow them to roll 2d6 or something, depending on how clever they are.
I thought it might be fun and lighthearted, I haven't tested it out yet though, and I am happy to receive constructive criticism or other ideas if you think it's broken
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Post by lasersniper on Oct 9, 2016 21:45:38 GMT
The idea is interesting, but I am curious as to how much this system is meant to change. I am mainly confused about the AC and attack dice changes. It seems like a cool system to be tacked onto the current combat. Why are changes needed to AC and attack die?
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Post by dmjez on Oct 10, 2016 5:29:53 GMT
It's only for tavern brawls, the changes are to simulate getting drunk and assume that all players have taken off their armour and weapons. It also makes the whole thing simpler and hopefully run pretty quick. Without weapons it doesn't really matter if the players loose, they just pass out and wake up in a cell or something and the only negatives are a headache, some bruises and a loss of reputation.
You could just as easily run it using regular combat rules and just use the drinking part, I think it would work best at low levels though, I'm going to use it to start a first level campaign. You couldn't really argue that a lvl 20 barbarian was only 10ac with attack dice of 6
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Post by lasersniper on Oct 10, 2016 18:12:29 GMT
It's only for tavern brawls, the changes are to simulate getting drunk and assume that all players have taken off their armor and weapons. It also makes the whole thing simpler and hopefully run pretty quick. Ooooookay. In that case I think it is a good way to run something like this.
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