Addiction
Lyraine Alei - This is a mechanics-heavy idea at the moment, specifically for 5e DnD, and backwards compatible with 3.5e DnD. I know 3.5 has an addiction table and mechanics, but I was trying to intuitively build a system that makes logical sense for the dice to be rolled, how, and why.
This is a mechanic concept on a very sensitive topic for a number of people. This game setting does not need to utilize this mechanic system, or even this idea, and a Game Master (GM) can elect to not include this as well as any of the addictive materials.
Causes
Mechanics
- Roll 1D20, consecutively, for both Constitution and Wisdom
- The total must be higher than the baseline addiction number, plus the number of times in the last in-game week the addictive material was used. Baseline: 15 + a where a is the number of times the material was used (ex. 2 beers, or 5 doses of [opiate-like material])
- If failed, then player and GM must roll off for (in order) Constitution, Intelligence, Charisma until Player either loses a roll off, or passes all three. This will result in a temporary -1 to the stat of the lost roll off that lasts until the addictive material fully wears off and a long rest.
- If character is fully addicted (needing to roll at more than a 22 to pass), then regardless of use, player must roll for each day until they pass three days in a row.
The addiction mechanics can be removed with the addictive materials at the GM's discretion, and has not been tested.
Symptoms
For example. Lyraine took one bottle of [Totally Not Lyrium] during a battle against a Revenant. She used a bottle three days ago, and a week before then, so she needs to roll a 15 + 2. Her Constitution roll was a 12, her Wisdom roll was a 3, for a total of 15, 2 less than she needed. Her body was not in the pains of withdrawals, but the bliss of ingesting or being in contact with [Totally Not Lyrium] was too much for her to resist, as she fed her addiction.
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