21st Century D&D

Drunkenness

This spreadsheet performs calculations for determining how drunk a character gets after consuming some quantity of alcohol.

To use the spreadsheet, enter the character’s weight, sex, and Constitution. When entering Constitution, ignore modifiers for drunkenness, but apply all other modifiers as normal (such as those which might result from being sick, poisoned, or drained of energy.) Finally, enter the number of each kind of drink consumed.

Effects of Drunkenness

The HP gain for drunkenness is cumulative at each step. All other modifiers are non-cumulative.

Mild

The character gains 0-1 HP (1d2-1). All ability scores are at a -1 penalty. Morale is at +1.

Moderate

The character gains 1d2 HP. All ability scores are at -2. Morale is at +2.

Attacks are -1 to hit.

Major

The character gains 1d3 HP. All ability scores are at -3. Morale is at +3.

Attacks are -2 to hit, -1 to damage.

Massive

The character gains 1d4 HP. All ability scores are at -4. Morale is at +4.

Attacks are -3 to hit, -2 to damage.

Sobering Up

The character’s intoxication will drop as drinks are excreted by the body’s natural processes. Drinks are considered to leave the body at a rate of 1 per hour. Effects of hot weather, exercise, and combat are yet to be determined.

Hangovers

The day after being drunk, the character will have a hangover. A hangover imposes a penalty of -2 on all ability scores and on attack rolls.

The length of a hangover varies. After each hour during a hangover, the character rolls a die. The die size is d3 for a hangover from mild drunkenness, d4 for moderate, d6 for major, and d8 for massive. Getting the maximum score on the die means the hangover has lifted; failure means waiting another hour and rolling again with a +1 bonus. Successive failures mean further +1 bonuses; eventually it becomes impossible to fail.