Thursday, September 3, 2009

Rules for Drunken D&D That Rule!

Disclaimer: Do not drink and drive.  Always designate a sober driver.  Do not drink if you are not of legal age.  As always, drink responsibly


What you need to play:
Beer
Liquor (if your party enjoys it)
Players
DM
Dice


Rules of the game:
Whenever a PC or DM rolls a natural 1 on a d12 or d20, they must take one sip.
Whenever a PC is immobilized/stunned/dazed/knocked prone, they must take a sip.
Whenever a PC or DM rolls a natural 20, they must take a shot or chug a beer.
Whenever a PC or DM gets up from the table, they must take a sip.
Whenever a PC or DM’s phone goes off, they must take a sip.
Whenever a PC or DM has to crack open a core rulebook, take a sip.
Whenever a PC bloodies a monster, the DM takes a sip.
Whenever a PC kills a monster, the DM takes 2 sips.
Whenever a PC becomes bloodied, they must take a sip.
Whenever a PC becomes unconscious, they must drink half a beer or shot.
Whenever a PC dies, they must chug one beer or drink one shot.
Whenever a PC spends a healing surge, they give one sip to anyone at the table.
Whenever a PC uses an encounter power, they must take a sip.
Whenever a PC spends an action point, they must take 2 sips.
Whenever a PC uses a daily power, they must take 3 sips.
Whenever a PC misses, they must take a drink UNLESS an effect still goes off when they miss, in that case, they give a drink to anyone at the table.


Special Rules

A PC can use a standard action to perform one of the following buffs:
  •     Chug an ice cold drink and earn +5 cold resist until the end of the encounter
  •     Take a shot without a chaser and earn +5 fire resist until the end of the encounter
Whenever a PC uses any of the following skills, they must take a drink.
  •     Bluff
  •     Diplomacy
  •     Intimidate
If the player is playing a Dwarf, all drinks are x2.

The DM can hide “sips” with treasure, so whoever finds the treasure has to take the sips.

A player can choose not to take a sip when required. When that happens, the player grants combat advantage (or +2 bonus to the opponent’s next d20 roll) until the end of his/her next turn.

For the original Drunken D&D Rules, click below.



Until next time, have fun and keep the dice rolling!

4 comments:

  1. I don't know! My rule is always Don't Drink and Delve.

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  2. Man, that's quite a list. Everyone is liable to be snockered before the end of the first encounter.

    While this is may be fun if all players agree to it, I don't recommend this sort of thing very often and always have a designated driver.

    ReplyDelete