Report 837

Report #837
Skillset: Skill: Alcoholism
 Org: Minstrels Status: Completed Aug 2012
Furies' Decision:
We will tweak withdrawal mechanics.
Problem: Though thematically appropriate, Gaudiguch's position regarding
alcoholism encounters a snag wherein the mechanics of the flavour need to be
reviewed to maintain its application to an entire organization. Indeed, the
maluses tied with consistent alcohol use is off-putting to an extent that only
Minstrels, who have songs and abilities specifically tailored to handle
inebriation, are often the only combatants seen regularly dealing with alcohol.
This is a problem when this theme is applied and encouraged across a whole
organization who isn't as equipped with dealing with alcoholism's negative
effects.
[A: 0 R: 0] Solution #1: Push the effects of alcohol withdrawal (which reduces
 h/m/e, increasing with the level of tolerance an
 individual has) back a level in the range of alcohol
 tolerances. If I remember right, alcohol withdrawal
 can first be experienced at being 'a heavy drinker',
 level 4 of 6 tolerance ranks - so the proposal is to
 move the effects to 'able to outdrink dwarves', level
 5 of 6.
[A: 0 R: 0] Solution #2: Decrease the effects of alcohol withdrawal by a
 certain percentage, to encourage more use of alcohol
 which can quickly push a user quickly through the
 tolerance ranks.
[A: 0 R: 0] Solution #3: Either of the above solutions and reduce the
 drunkenness incited by consistent use of Firemead.
Player Comments:
---[Shuyin on 6/26 @ 22:11 writes]:
Solution 1 and 2 are necessary, but I wouldn't object to 3 as well
---[Talan on 7/1 @ 12:26 writes]:
Difficult to give constructive criticism when I take issue with the mechanic in
general. I'll support the solutions that make it more feasible for members of
your org (solution 3), but wish the entire thing would be reworked into a non-
punishing rp-mechanic. This report doesn't go far enough.
---[Enyalida on 7/3 @ 18:35 writes]:
Agree with Talan.
---[Rivius on 7/5 @ 18:20 writes]:
All of these solutions are fine, and I agree solutions 1 and 2 are necessary.
---[Llandros on 7/6 @ 14:35 writes]:
That people are not able to fully take advantage of every single game mechanic
is not a problem, at all. Having said that, inebriation has its own drawbacks,
including death, so additional penalties do seem harsh. It also seems punitive
to Gaudi. No objections to toning down the penalties and solutions 1, 2, and 3.
---[Hiriako on 7/10 @ 22:36 writes]:
I really have to agree with what is said above.
---[Tacita on 8/3 @ 10:47 writes]:
Fully supported.
---[Zynna on 8/6 @ 20:40 writes]:
I AGREE that a change to alcohol needs to be made. Even though I have both the
Charm of the Clangoru and the Leprechaun's Medal of Profligate Inebriation, I
currently have to choose between having a constant 10% h/m/e/ malus or fumbling
about drunkenly--even when I only drink until the alcohol withdrawal goes away.
Additionally, even when you do drink to remove the alcohol withdrawal, it
quickly comes back, even when not yet sober. So, there are times you will be
both suffering from alcohol withdrawal and fumbling about drunkenly. I would
recommend reducing the h/m/e malus to 5%, make drinking prevent the return of
alcohol withdrawal for 1 IG day, and reduce the chance the fumbling tic procs.
---[Shuyin on 8/6 @ 23:03 writes]:
Another suggestion could be to improve the medal and let it prevent the wearer
from suffering from withdrawals. Then it would be way more worthwhile for its
cost.
---[Zynna on 8/7 @ 00:43 writes]:
I agree with Shuyin's suggestion.
---[Viynain on 8/22 @ 06:13 writes]:
As the original writer of the report, I still agree with the necessity to look
into the mechanics of alcoholism. Any solution to address the problems raised,
initially proposed or subsequently made (I like Shuyin's suggestion,
definitely), would be good.
---[Janalon on 8/25 @ 18:58 writes]:
Understood this report is premised on the idea of Gaudi's themes of inhibition.
However, there is a world of difference between a fun drunk and an alcoholic, a
line which this report seems to mechanically redefine. Curious. You frame this
as a Gaudi-cenetric problem, so why not seek a Gaudi-only solution (such as
linking inebriation controls to a city construct effect)?
---[Janalon on 8/25 @ 19:05 writes]:
I always found Amber/Dark Malt's inferior to kirigami in both effect & duration.
Certainly Malts are not meant to be a set & forget def. As much as I hate DMP
inflation, why not raise malts from 5 to 10 DMP to improve the cost (i.e.
drunkenness, withdraw) to benefit ratio? Otherwise, is there any possibility for
creating a new Tattoo to help mitigate the negative effects of drinking? This
certainly would be a welcome addition!
---[Shuyin on 8/26 @ 20:39 writes]:
Because Drunkenness being an annoying mechanic is true for all players
regardless of org
---[Onenmaru on 8/28 @ 07:37 writes]:
I'd say all solutions. Alternatively, reduce the number of fumbles and such on
your level based on tolerance and racial bonus.
---[Llandros on 8/31 @ 02:56 writes]:
After playing with it some, the benefits from strategic drunkeness are not
insignificant. While I don't like it and am personally penalized by it as a
brewmeister dwarf, I no longer think the withdrawl is totally uncalled for. A
few shots of whiskey before battle and you are good to go.
---[Xenthos on 8/31 @ 22:28 writes]:
Reducing the negative effects of drunkenness would (to me) mean that the
benefits should also be reduced-- some of them are pretty good at this point,
specifically to counter that negative end.