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Arcane is not online. Last active: 9/28/2016 5:53:30 AM Arcane
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Alcoholic drinks
Posted: 18 Sep 2005 03:53 AM
I wish to see different DC for each different alcoholic drink. So that when someone tries to get another someone drunk, they can roll consitution versus DC to see if they become drunk or not. Make make a list here or something. And people can have a choice to roll to see if they save vs getting drunk.
Vindicta Meus is not online. Last active: 7/24/2013 6:47:01 PM Vindicta Meus
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Re: Alcoholic drinks
Posted: 18 Sep 2005 04:05 AM
With a new brewmaster-in-training, I would like to see something like this IG. Adds a little more variety to the crafted alcohols beyond their name and picture.

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Fictrix is not online. Last active: 9/9/2015 1:55:48 AM Fictrix
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Re: Alcoholic drinks
Posted: 18 Sep 2005 04:14 AM
Sure. Script it for us and send it in and we'll implement it.SmileyHeeheehee.

*Keeps an eye out for people who actually accept the challenge — Paul would probably wuv to have another scripting slave*
pdwalker is not online. Last active: 4/28/2020 8:46:52 PM pdwalker
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Re: Alcoholic drinks
Posted: 18 Sep 2005 09:31 AM
Actually, Ara found some nice alcohol replacement scripts.

As soon as I get the chance (this week!) I'll put them in to make them more fun.

Just think about it! Adventuring while inebrietated with a wisdom and intelligence of 1, but a constitition that is sky high (it's not like you can actually feel anything).

Stay tuned!

Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly.
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Tasra is not online. Last active: 10/5/2008 9:24:47 PM Tasra
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Re: Alcoholic drinks
Posted: 18 Sep 2005 11:45 AM
That sounds great :D Would make for some interesting RP, certainly...
elk is not online. Last active: 4/10/2022 4:28:05 PM elk
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Re: Alcoholic drinks
Posted: 18 Sep 2005 11:55 AM
I don´t think the script is needed to roleplay it actually.

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Tasra is not online. Last active: 10/5/2008 9:24:47 PM Tasra
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Re: Alcoholic drinks
Posted: 18 Sep 2005 12:37 PM
I knew someone was going to say that, and I spent a good minute and a half trying to figure out a good way to word it so that someone wouldn't, but I couldn't come up with anything.
Clarkycat is not online. Last active: 5/6/2006 7:33:10 AM Clarkycat
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Re: Alcoholic drinks
Posted: 18 Dec 2005 12:42 PM
Is this still required / wanted? I was scripting a whole load of stuff like this a while back as a little side project. Hehe, was working on hallucinogens as well :wink: (now THAT was fun :D)

If anyones still interested, just PM me with whats needed and i'll dig out those scripts. :)
Mandangalo is not online. Last active: 3/13/2006 7:21:08 AM Mandangalo
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Re: Alcoholic drinks
Posted: 19 Dec 2005 11:38 AM
I think that would be fantastic if you could drink so much you lose all forms of reason (1 int/wisdom) but feel no pain (sky high Con).

Sure we can all RP that just fine without any game aid, but if they game physically allows that to be taken into adventures (combat, speech, ect) then that just makes our RP jobs easier.
Garrak is not online. Last active: 4/22/2016 11:30:20 AM Garrak
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Re: Alcoholic drinks
Posted: 19 Dec 2005 01:14 PM
I would like to see some dwarven drunken master who instead of weapons loads his belt with flasks of ale or something :)

Garrak - Aspiring Spellsword
Robber Barron is not online. Last active: 12/22/2006 3:22:05 PM Robber Barron
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Re: Alcoholic drinks
Posted: 19 Dec 2005 02:44 PM
I agree with all of the above, though I think that, when you are plastered, you should have a reduction to nearly every stat there is. Int, wisdom, and dexterity most definitely, and strength and charisma at higher levels of intoxication. I find it a bit humorous that Lucius can chug 7 ales and only lose one point of int, when he should really be staggering home with his spell slots wiped, being easy pickings for even the chicken feed bandits.
Clarkycat is not online. Last active: 5/6/2006 7:33:10 AM Clarkycat
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Re: Alcoholic drinks
Posted: 19 Dec 2005 07:12 PM
So is this a yay or nay on the scripting? Also, bar stat changes, what other changes could there be made?

One thing I just thought of would be a modification to the PC Charisma Tip tool, adding into the equation the effect of "Beer Goggles" :). It would work better and be more PC friendly than the forced lines of speech some drunk scripts have, and would add a nice touch to RP with players who use the tool regularly.

This goes far beyond aiding drunk RP. If, once drunk, a variable is set on the PC, stating they are drunk, then it can be called upon by all kinds of scripts - guards throwing you out of a tavern etc.

This can be taken further, if need be and if extreme drunken characters exist, to an all new level. Picture this -

"I'm not serving you any more ale, you'll make a mess like last time!"

- possible checks to be made -

Perform - i.e act like you're not drunk (able to walk a straight line etc. affected by dex. mod.

Persuade - affected by your wis. mod.

possibly Intimidate - grants a bonus to intimidate over a certain level, but using this will affect peoples attitude towards you. (obviously this could then end up getting someone stuck with merchants / commoners trying to kill them, so thats why its listed as a possible).

This allows a hardcore, specifically rolled drinker PC to try as many times as they can hold out against the checks (or until they pass out :wink: ). I for one, being of unsound mind, would like to see professional drinkers given a chance. :)

What do people think?
Fictrix is not online. Last active: 9/9/2015 1:55:48 AM Fictrix
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Re: Alcoholic drinks
Posted: 19 Dec 2005 07:36 PM
We've already imported in some scripts. They're attached to some of the uniquely Vives alcoholic drinks.

I'm sure Melphus can tell you allllll about it. Otherwise, FOIG. :)
Mykal is not online. Last active: 10/7/2024 5:16:47 AM Mykal
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Re: Alcoholic drinks
Posted: 19 Dec 2005 09:46 PM
This allows a hardcore, specifically rolled drinker...

It's not nice to talk about Chief behind his back. :P

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Clarkycat is not online. Last active: 5/6/2006 7:33:10 AM Clarkycat
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Re: Alcoholic drinks
Posted: 19 Dec 2005 09:52 PM
Hehe.

I'm just glad I didn't make any glaring typos / ramble incoherently in my post, seeing as, by sheer coincidence, i'd only just got back from the pub. I wasn't feeling like hugging the toilet though, just going over and telling it what a dang great friend its been to me over the years.
Lucid_Reverie is not online. Last active: 8/5/2006 1:12:58 PM Lucid_Reverie
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Re: Alcoholic drinks
Posted: 20 Jan 2006 01:47 PM
I think that alcohol and various effects would be a great idea. Having its only effect being decreased Intelligence (Bioware's default, that is) is kinda lame.

Though my character is an experienced drinker, he comes nowhere close to the one playing him.Smiley While various beverages with differing effects would be ideal, I'd like to see something like this:

Decreased Intelligence
Increased Wisdom (and therefore increased Will Saving Throw) - come on - you know it!
Movement Speed Decreased (varying based on type/quantity of alcohol consumed)
Constitution Increased (therefore increased Fortitude Saving Throw)
Reflex Saving Throw Decreased

And even maybe a once-per-given-amount-of-time Reflex Save against being knocked to a prone position?

Now I would find that quite interesting. The Dwarven population would undoubtedly increase!

Lucid_Reverie
Kalannar Illistynn is not online. Last active: 5/19/2008 1:58:32 AM Kalannar Illistynn
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Re: Alcoholic drinks (not for Minors, HAHA!)
Posted: 15 Mar 2006 03:07 PM
ABSOLUTELY!!!

There is actually a command where you can make you character fall prone in the voicechat commands. It's either *fall Forward* *fall back* or *fall prone* I don't remember. Also, slip the word *Drunk* into a voice command and your character will stagger. But there was a post that clarified command promts and I copied the post into Kal's personal Journal, so If you see him in Vives, ask me OOC and I'll PM[Talk] you the response. Some are outdated and don't actually respond like the post had said. Still adding it as an involuntary stagger, fall, blindness, deafness, reduced CHR to accumulating the effects of say, more than 6 drinks and failing a CON check would be great.

((Some PC/DM?s had requested that I put the "/dm" command before my RP **commands, but I know they get pretty busy with group events and players messaging them, so I only use that option to visually hide commands if there is SERIOUSLY COOL RP going on. Respect your DMs guys!))

Kal's first crafting Skill to improve on was Cooking by making different drinks and I have had a great time RPing certain situations with alcohol involved. EG: sharing a home-brew with a PC friend after an adventure; When Doc McGillicutty distributed his finest Ales after Buchshire was saved by adventurers who together put out the fire in his kitchen; MY FAVORITE was before Kal had learned his elven and while practicing he found that drunkenness on Elven Wine increased his Elven Speaking ability!!! HAHA!!! (Man that was fun! Thanks Yggsdrazil!) RPing while brewing, and other situations, etc. can be quite entertaining. I miss drinking with Mikaylin and Connovar. Anybody remember the Elephant Dance? HAHAHA!!!! That SO rocked my world! I miss Mika! Where are you girl?!?!

I would be happy even if all the effects were negative, just to mix it up a bit would be fun! Just like the poison effects differ, different effects for different types of alcohol would be good too. And then racial effects with them as well... why not? I think Halflings should get bonuses with Mushroom Wine and tobacco, (Tobacco should be usable and have the *smoke* command effect... as it is now, if Kal has none of Winky's Tobacco, he can't smoke, RP choice), and dwarves should get bonuses with Dwarven Draught Ale etc. Undead should get bonuses with Fat Stans' Homebrew. And if the Ironguts and Coffee drinks had eliminating effects against alcohol, THAT WOULD BE GREAT!!! I think alcohol should function more like a poison than the "DEFAULT" effects at any rate. There are saves based on character scores, and different types of effects.

ALSO, RE CRAFTING ALCOHOL: Since the little shopkeeper in the bakery has been removed from Brandibuck I have not been able to find anywhere to buy Baker's and Brewer's Yeast. I'm pretty disappointed about that, since it has taken the whole "Try one of my Brews" part out of the roleplaying... not to mention that I can't make my faovrite breads and the like, which Kal often gave as gifts to PC friends. THEN the Brewery in the buckshire trading post was removed, which now I haven't found a place that makes crafting alcohol as easy as it once was. I know it is a low impact crafting skill, but it is a HIGH RP skill and adds character to the world. NOW if our programmers had NO LIFE WHATSOEVER, they could even allow foods to provide effects when consumed with the "use" option. Even minor or curative effects would make it more motivating to craft food. I don't think that is currently available for crafted foods since they only functioned as multiple use rations. And Different Home-Brews could have potionlike effects. Actually, Brewing is much more involved than even alchemy in many cases, so some benefits would be nice. Say, the Blue-Buckle Gin could give protection against lightening, and the Red Crow Cream Ale may increase the Spot ability, there is plenty of opportunity to have fun with this one for the programmers. If there were a negative counter effect for each positive or even wild magic effects for some of the most potent drinks, that could get REAL FUNNY!!! Imagine drinking the Wizard's Wheat Brew and turning into a penguin! YES!!! Imagine if an Overdose of spirits acutually had Blindness effects! HAHA!! If I had the list right now I could mention more of what I thought were great effects, but I'm not at my home computer. But have fun with it! The names are already so great!

Kalannar Illistynn
*Dreaming up strange and creative ways to keep players interested and laughing their butts off... making an already addictive game MORE addictive still.*

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