<!-- MHonArc v2.4.4 --> <!--X-Subject: Inebriation --> <!--X-From-R13: "Xba O. Znzoreg" <wyflfvapNvk.argpbz.pbz> --> <!--X-Date: Tue, 26 Aug 1997 00:06:49 +0000 --> <!--X-Message-Id: 199708252334.SAA05211@dfw-ix8.ix.netcom.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Inebriation</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:jlsysinc#ix,netcom.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00723.html">Previous</a> | <a href="msg00725.html">Next</a> ] Thread: [ <a href="msg01166.html">Previous</a> | <a href="msg00721.html">Next</a> ] Index: [ <A HREF="author.html#00724">Author</A> | <A HREF="#00724">Date</A> | <A HREF="thread.html#00724">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Inebriation</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Inebriation</LI> <LI><em>From</em>: "Jon A. Lambert" <<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>></LI> <LI><em>Date</em>: Mon, 25 Aug 1997 19:35:01 -4</LI> <LI><em>Comments</em>: Authenticated sender is <jlsysinc#popd,ix.netcom.com></LI> <LI><em>Reply-to</em>: <A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> The following is based on a system I had first seen in 'The Compleat Tavern' by Gamelords Ltd. published 1980. It has been out of print for quite some time. This version has been modified to reflect Rolemaster conventions. It may not be medically sound but I recall it providing some hours of amusement. Each character has an alcohol tolerance value and an alcohol burn rate value. My character statistics are based on a 1-100 scale also. If your characters have a weight value then this can be used to determine modifiers otherwise the following simple table works for humans. weight multipliers tolerance burn rate skinny .7 1.4 slender .8 1.2 slim .9 1.1 normal 1.0 1.0 husky 1.1 1.0 heavy 1.2 .9 huge 1.4 .8 The base principle at work is the bigger you are the more you can drink and the smaller you are the faster you burn it off. Simplistic, but not altogether inaccurate for the general case. Alcohol Tolerance = (Constitution/6 + 2) * (Self-Discipline/6) * weight factor multiplier (above) This number ranges from about 15 - 400 in most extreme cases in my system. But character stats will fall within a bell curve with the median being at 180 and so the vast majority of characters have an alcohol tolerance between 130 and 230. Alcohol Burn Rate = Constitution * 0.3 * weight factor multiplier (above) A character's body will naturally burn off alcohol each hour equal to this number. Modifiers to above: 1) Race - depends on your theme (dwarves have been noted to have extraordinary liquor tolerances) Perhaps the multiplier is increased. 2) Food consumption appears to have a strengthening effect on drinkers. If a character is eating while drinking, increase his alcohol tolerance by 30%. 3) The absence of food in one's stomach appears to have the reverse effect; if a character has not eaten for 6 to 12 hours, reduce alcohol tolerance by 20%; if he has not eaten for more than 12 hours, reduce the alcohol tolerance by 40%. 4) Strenuous activity like combat will double a character's burn off rate, but will cause checks for passing out every 1 minute. The point value used to determine how much alcohol has been consumed is by using the following formula: Alcohol points = Proof/6 * ounces. Thus a 1 oz. shot of Everclear would equal --- 190/6 * 1 or 32 pts. A 12 oz. Molson would equal ---- 12/6 * 12 or 24 pts. The point at which a character reaches various stages of intoxication is calculated by comparing his alcohol tolerance to the amount of alcohol he has consumed. These stages also control various other aspects of the character's capability, such as instinctive reactions, manual coordination, and common sense. It is possible for a character to have a terrible hangover as the result of a drinking spree, or even to be sick for a number of days afterward. % of Alcohol State Effect on maneuver Stat Bonus Effects tolerance actions -------------------------------------------------------------------- 60% tipsy -10% to all maneuvers, -1 AG, -1 QU, -2 SD 100% drunk -25% to all maneuvers -2 AG, -3 QU, -4 SD 133% staggering -45% to all maneuvers -4 AG, -6 QU, -7 SD 167% blind drunk -70% to all maneuvers -7 AG, -10 QU, -all SD 200% dead drunk unconscious [1] 250% dying unconscious [2] sick [ 6-(CO/16) ] days 300% dead unconscious [3] sick [ 20-(CO/4) ] days (AG-Agility,QU-Quickness,SD-Self-discipline,CO-Constitution) The chances of passing out are check each hour and depend on the characters state. At 200% tolerance the character will become unconscious automatically. Tipsy - % Chance must be less CO + 60% to avoid passing out. Drunk - % Chance must be less CO + 20% to avoid passing out. Staggering - % Chance must be less CO to avoid passing out. Blind Drunk - % Chance must be less CO - 20% to avoid passing out. Hangover lasts one day and will cause a -10% to all action maneuvers and Quickness penalties will continue for that time. Approximately 35% of characters will be naturally immune to the effects of hangovers. The notes in brackets indicate the chance of death. [1] - Chance must be less Constitution + 60% to avoid death. [2] - Chance must be less Constitution to avoid death. [3] - Chance must be less Constitution - 20% to avoid death. As with anything, your mileage can and will vary. Jon A. Lambert </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00723.html">Re: [MUD-Dev] Alignment</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00725.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01166.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00721.html">Comments on MUDs from Shadists</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00724"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00724"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Character evolution</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="01081" HREF="msg01081.html">Re: [MUD-Dev] Character evolution</A></strong>, Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Thu 04 Sep 1997, 15:07 GMT </LI> <LI><strong><A NAME="01098" HREF="msg01098.html">[MUD-Dev] Character evolution</A></strong>, ##Make Nylander <a href="mailto:thenewt#use,usit.net">thenewt#use,usit.net</a>, Thu 04 Sep 1997, 21:41 GMT </LI> <LI><strong><A NAME="01153" HREF="msg01153.html">Re: [MUD-Dev] Character evolution</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 08 Sep 1997, 06:54 GMT </LI> <LI><strong><A NAME="01166" HREF="msg01166.html">Re: [MUD-Dev] Character evolution</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 09 Sep 1997, 06:01 GMT </LI> </ul> </LI> <LI><strong><A NAME="00724" HREF="msg00724.html">Inebriation</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 26 Aug 1997, 00:06 GMT <LI><strong><A NAME="00721" HREF="msg00721.html">Comments on MUDs from Shadists</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Mon 25 Aug 1997, 18:43 GMT <LI><strong><A NAME="00712" HREF="msg00712.html">DESIGN: R-Trees (fwd)</A></strong>, Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Sun 24 Aug 1997, 22:41 GMT <UL> <LI><strong><A NAME="00787" HREF="msg00787.html">Re: [MUD-Dev] DESIGN: R-Trees (fwd)</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 28 Aug 1997, 00:53 GMT </LI> </UL> </LI> <LI><strong><A NAME="00701" HREF="msg00701.html">[MUD-Dev] Character evolution</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 21 Aug 1997, 17:52 GMT </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>