cloneof
2021-03-07, 04:49 PM
I have become recently interested in setting up a TTRPG game with a group of my friends in a more casual tone.
A lot of versions of "drinking game D&D" that I have seen involve punishing players by making them drink for fumbling in one way or another. What I would like to brainstorm a little bit would be a set of rules that would encourage players to strategize and have drinking game where taking a drink would involve a benefit.
In order to do this, I would start by taking a rules-light version of something like 5th edition Dungeons & Dragons and have players go through a simple dungeon crawl set-up using starting level characters with house rules to the consistency of:
* If a fighter manages to land a hit and is in a range of another opponent, he can make another attack by taking a sip of his drink.
* All of wizards spells have unlimited uses. Outside of cantrips, the use of a spell requires a drink relative to the level of the cast spell (up to time stop, which would require the drinking of a whole can). In order to balance this I would give a pre-made list of available spells.
* When a rogue makes a skill check, he can make an automatic re-roll by taking a sip of their drink.
Would anyone have other suggestions or ideas to "balance out" a game like this? The idea would be to start with the lightest starting rule-set possible, considering that a lot of players haven't even played a lot of RPG's, so 5th edition itself could be optional.
A lot of versions of "drinking game D&D" that I have seen involve punishing players by making them drink for fumbling in one way or another. What I would like to brainstorm a little bit would be a set of rules that would encourage players to strategize and have drinking game where taking a drink would involve a benefit.
In order to do this, I would start by taking a rules-light version of something like 5th edition Dungeons & Dragons and have players go through a simple dungeon crawl set-up using starting level characters with house rules to the consistency of:
* If a fighter manages to land a hit and is in a range of another opponent, he can make another attack by taking a sip of his drink.
* All of wizards spells have unlimited uses. Outside of cantrips, the use of a spell requires a drink relative to the level of the cast spell (up to time stop, which would require the drinking of a whole can). In order to balance this I would give a pre-made list of available spells.
* When a rogue makes a skill check, he can make an automatic re-roll by taking a sip of their drink.
Would anyone have other suggestions or ideas to "balance out" a game like this? The idea would be to start with the lightest starting rule-set possible, considering that a lot of players haven't even played a lot of RPG's, so 5th edition itself could be optional.