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Getting Drunk

Discuss new Rules for HeroQuest.

Re: Getting Drunk

Postby Big Bene » January 8th, 2014, 11:44 am

Well, there's a new thread out there about a HQ "Roleplaying Book" for playing the events between quests, and "characters having a night on the town" clearly falls under this description. Depending on the rules you use, events in town may be generated randomly, and an evening in the alehouse might just be compulsory.
Or, you may visit the tavern as an option, with the chance to hire mercenaries, find a patron who sends you on a new quest, get useful information etc, but with the risk of getting drunk like a fish.
Certain characters (dwarfes, in particular) may have a liking for beer as a disadvantage - when they find some in the dungeon, they must pass a test (mind points?) or must drink.
Have a look ;)


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Re: Getting Drunk

Postby Sjeng » January 8th, 2014, 1:56 pm

You could grant them courage, adding 1 combat die as long as they're drunk, but only hitting on a white shield for example. Or use the coloured dice if you have them, with less skulls.
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Re: Getting Drunk

Postby Thantos » January 8th, 2014, 5:55 pm

If any character consumes more beers than their total starting body points on any one quest, they count a 'Drunk'.
Drunk characters roll one extra combat attack dice, and one less defend dice. The characters ranged attacks only hit upon a roll of a white shield instead of a skull.

If any character consumes more beers than twice their starting body points, they roll two extra combat dice, and two less defense dice. Also in the subsequent quest they will be 'Hung Over'. Hung Over characters, when moving, roll 4 dice and pick the two lowest scores. :D
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Re: Getting Drunk

Postby chaoticprime » January 8th, 2014, 5:59 pm

I think memory loss should definitely factor in somehow.


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Re: Getting Drunk

Postby knightkrawler » January 8th, 2014, 6:03 pm

Fimir and memory loss in one dungeon. Fun!
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Re: Getting Drunk

Postby Goblin-King » January 8th, 2014, 6:20 pm

I liked it better as a simple roleplay mechanic. No need to build up a complex ruleset around drunkenness.
To get your character drunk should be it's own reward!


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Re: Getting Drunk

Postby chaoticprime » January 8th, 2014, 7:19 pm

Just playing the game drunk would probably work best.


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Re: Getting Drunk

Postby Count Mohawk » January 8th, 2014, 11:34 pm

I like to think that the Barbarian and the Dwarf are pros at getting their booze on, while the Elf and Wizard are not. I agree that alcohol is probably best used as a roleplaying aid, but I also had Beer and a more potent drink, "Dwarven Ale", as in-game Potion-class items. They both restored Body Points (and cost-efficiently!), but were limited in that they could not be drunk in response to taking fatal damage (i.e., you can only fully enjoy a Beer on your own turn), and only restored Body Points up to half the drinker's maximum, rounded up. There was also a 'drink too much and you pass out' mechanic, but I never finalized it...


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Re: Getting Drunk

Postby The Road Warrior » January 9th, 2014, 7:05 pm

Big Bene wrote:Or, you may visit the tavern as an option, with the chance to hire mercenaries, find a patron who sends you on a new quest, get useful information etc, but with the risk of getting drunk like a fish.


Exactly what I am planning for alehouses in my roleplay book. I'm also working on a quick drinking game/competition for the alehouse..
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Re: Getting Drunk

Postby Patroclus » January 11th, 2014, 2:03 am

Very good idea… It could be a new cheap item for the alchemy shop… something like that:

“Dwarven Ale”: Restores 1 lost Body Point but you get drunk. This can be avoided by rolling a white shield on a combat dice. When you are drunk you roll one less dice for movement, attack, defense and mind to a minimum of 1, for the 3 following combats.
Cost: 10 gold


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