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Post by Zulgyan on Sept 17, 2019 20:08:43 GMT -6
As soon as my OD&D campaign started, one of my players, totally new to D&D and the fantasy genre, asked me if he could buy drugs to heighten his senses in the dungeon or increase his stamina for the expedition.
Which are the best rules for buyable drugs in oldschool D&D games? I'd like something simple, varied and brief.
Thanks!
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Post by strangebrew on Sept 17, 2019 20:10:51 GMT -6
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Post by Zenopus on Sept 17, 2019 22:25:35 GMT -6
It's not well known but I hear Belladonna (10 GP/bunch), if ingested, (in addition to curing lycanthropy) will give you a strong sense of revulsion if in the presence of a lycanthrope (i.e., Detect Lycanthrope)
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Post by talysman on Sept 18, 2019 0:12:05 GMT -6
Have a merchant sell them a drug that they say does what the player is looking for. Record in your notes the name you made up for the drug and what it's supposed to do.
When the player uses the drug, make a reaction roll with 2d6, but the max result = PC's Int.
- Very Good reaction (12) = drug works perfectly, no side effects or after effects - Good reaction (9-11) = drug works OK, no side effects, may have after effects - Neutral reaction (6-8) = drug effect is half as strong as the best possible, mild side effect, may have after effects - Bad reaction (3-5) = drug doesn't work as described, has a side effect - Very Bad reaction (2) = drug has opposite of desired effect, has a side effect.
For side effects, roll for a random spell (1st level spells only if side effects are mild.) Apply any negative spell effects directly to the drug user. Reverse positive effects and apply. If you can't think of a reasonable way to turn a spell effect into a penalty for the drug user, that drug didn't have a side effect.
If the drug didn't have a Very Good reaction, it may have an after effect when the main effects (and side effects) end. Roll as for side effect.
Once you know whether the drug works and any side effects or after effects it may have, write those down so you don't have to roll for that drug again.
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Post by talysman on Sept 18, 2019 0:20:45 GMT -6
I had planned ages ago to write up something similar to the above, but more formal. I can't seem to find that I did it, although I did create the Apothecary class that was going to use rules for drugs.
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Post by countingwizard on Sept 18, 2019 6:58:32 GMT -6
Welcome to the opium dens of Amon Sin my friend. We have the finest lotus collected from deep within the stygian Demon Jungles. Just lay back and enjoy the tale. I call this one, The Keep on the Borderlands...
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Post by doublejig2 on Sept 18, 2019 10:09:55 GMT -6
Welcome to the opium dens of Amon Sin my friend. We have the finest lotus collected from deep within the stygian Demon Jungles. Just lay back and enjoy the tale. I call this one, The Keep on the Borderlands... This better not be Haga!
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Post by Desparil on Sept 18, 2019 19:17:24 GMT -6
Historically, hallucinogens were the most culturally significant drugs in many places, due to the hallucinations being interpreted as divinely-inspired visions. That being said, the coca leaf in South America, and the khat leaf in Africa (which had spread as far north as Egypt during the ancient period) are both strong enough stimulants that you could consider giving bonuses for using them. Of course, there are also downsides to literally taking cocaine.
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Post by Red Baron on Sept 18, 2019 19:43:56 GMT -6
The AD&D Deities & Demigods had a drug which Elric brews to raise his strength and constitution scores to 15.
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Post by doublejig2 on Sept 18, 2019 19:53:51 GMT -6
Chivalry & Sorcery 1e had a drug trance magician who used drugs as the foci for all his cast magic.
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Post by countingwizard on Sept 19, 2019 8:29:28 GMT -6
I can't remember if this was REH Conan or expanded universe Conan, but I remember it was implied that one of the lotuses helps sorcerers gain magical knowledge or powers.
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Post by doublejig2 on Sept 19, 2019 8:39:36 GMT -6
quite right: here's a d20 take on the subject... swords & sorcery (under magic items)
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Post by grodog on Sept 20, 2019 8:40:17 GMT -6
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Post by asaki on Sept 23, 2019 4:19:41 GMT -6
Doesn't AD&D 1E have a section on drugs and alcohol? I don't have the book handy at the moment...
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Post by Red Baron on Sept 23, 2019 16:41:08 GMT -6
Doesn't AD&D 1E have a section on drugs and alcohol? I don't have the book handy at the moment... It has rules for the effect of drunkenness on ability scores and combat. There is also a section on the purported medicinal properties of various plants.
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Post by captainjapan on Sept 23, 2019 17:18:06 GMT -6
Performance enhancing drugs in D&D are called 'potions'.
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Post by Starbeard on Sept 24, 2019 1:00:48 GMT -6
Performance enhancing drugs in D&D are called 'potions'. Quoted for truth. If you want non-liquid versions, use the potion descriptions but call them 'pharmacons'. Even better: give the pharmacon different effects based on how it is prepared and ingested, requiring experimentation on the part of the player.
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