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Author Topic: Addiction  (Read 2001 times)
spinningdice
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« on: July 12, 2007, 06:04:14 AM »

Are there any rules proposed for dealing with addictions - it sounds like it may possibly be 10KB territory to me.

My quick and dirty idea is...

Variable FORT save to avoid addiction (based on drug type).

Each scene make a Fort save to stave off withdrawal, or else suffer x stress & subdual damage, whch cannot be removed until either the addiction is broken or the drug is taken
x = a fairly low number, it builds slowly, but combine it with other stress sources and you quickly start to panic. You also gain the Compulsion subplot for the drug in question, successes against the Compulsion subplot do not count while you have this addiction.

To break addiction - Must spend 3 sessions without taking the drug. Once this is completed, the Compulsion can be worked off a normal subplot.
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ThunderMonkey
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« Reply #1 on: July 12, 2007, 07:43:31 AM »

not yet... though it would do me some good to help round out my vampires.
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Daedalus4096
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« Reply #2 on: July 12, 2007, 11:38:13 AM »

Sounds like a good subplot to me.
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Crafty_Alex
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« Reply #3 on: July 12, 2007, 11:55:05 AM »

Addiction will be a subplot for 10kB. Probably in a PDF supplement unless I feel particualrly inspired as I grind out the core rules (I have a fantastic name for that supplement, so I'm holding on to it for now Wink). SD, your system sounds similar to what I've been using, though I'd probably use stress rather than stress/subdual (thought that would be an easy way to split out the major/minor versions of an Addiction subplot...). Stress is an underutilized damage source IMO, and those low WIS characters who were taking the drugs in the first place should probably be the ones who struggle with addiction  Cool
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TheAuldGrump
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« Reply #4 on: July 12, 2007, 04:55:15 PM »

Hmm, once addicted it seems like taking only three sessions to lose an addiction is a little too lenient.

Perhaps allowing a Fort save at the end of a mission in the same manner as a Drained condition would be better - give Addicted a Roman numeral to indicate degree of addiction, based on the drug - it is easier to break an addiction to caffeine than to break one for heroine. Going cold turkey inflicts stress damage based on the Roman numeral as well.

Rather than Subdual, perhaps giving the addict a Condition based on the drug might be more directed - Fatigued if going cold turkey from stimulants, a condition that is similar in effect to drunk for being off Narcotics, etc..

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spinningdice
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« Reply #5 on: July 13, 2007, 04:50:31 AM »

As a quick point of reference I was thinking of using it for the Fallout game, I was going over equipment and realised that something missing was all the designer and military drugs in the game (mentats, buffout, afterburner etc) - I don't want it to be too limiting, and am aware that the compulsion subplot is very scary when you apply it to an addiction (check every-time you encounter it, and with the rules attachment above, stress if you don't take any anyway).

I think Stress damage is definately the way to go (and thought I'd removed subdual from my notes before I posted actually) and agree that it is much underused, just need to hammer out the exact when and how.
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Desertpuma
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« Reply #6 on: August 27, 2007, 01:21:05 PM »

I would think it would be a Will Save to avoid/resist taking the drug. Then, Fort save or suffer Subdual & Stress damage. If it is a Subplot, then it must be resisted 10 times during the course of play.
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Crusader Citadel

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« Reply #7 on: August 28, 2007, 08:23:44 AM »

I don't think it can ever be fully resisted... perhaps a character that is "clean" suffers a great deal of stress or physical damage will have to make additional checks while they heal to keep from falling off the wagon.


Case in point: Lindsey Lohan and professional baseball.
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Desertpuma
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« Reply #8 on: August 28, 2007, 09:04:26 AM »

It just means anytime the character suffers Stress damage and it amounts to more than double his threshold than Will saves are in order to deal with a relapse of the addiction.

I still think the compulsion subplot theory works and if the Stress situation occurs as above then the DCs of the Compulsion plus the Stress damage should stack for a single check.
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« Reply #9 on: August 28, 2007, 09:06:17 AM »

Well, in some genres that's appropriate.  Especially since, given my limited experience and knowledge, most addicts are always recovering to some degree or another and should be tempted every time they're around the substance or the 'community' of users.

For others, that level of dramatic tension and conflict isn't as fitting... Of course, addiction in general probably isn't appropriate for those games. 

As for Subplots, well you're probably right that any purely mechanical determination of when you kicked the habit is perhaps over abstracting... but then again, there's nothing that says you can't have a second subplot called Off the Wagon or such that covers 'slips', or even take the full blown addiction subplot a second time.  Although it should probably get harder every time you go through it.  More times resisted, harder checks/saves, etc.

Here's another thought.  Successfully resisting deals stress damage with the amount related to the drug.  Some of this should probably hang around permanently while the subplot is active.  Some substances might also have ability damage as part of the withdrawal.  You can make all the Stress and Ability damage go away.  Just one hit and you'll be fully functional again.  But you reset the count to get out of the subplot.  And have to deal with the side effects of the substance.  And get stuff to support your habit.  If this means selling Agency gear to get enough cash to buy a hit... well... that's kind of the point, isn't it?

Addiction or Falling of the Wagon, that should always be the players choice.  If the bad guys shoots the hero up with smack, hit him with side effects and whatnot, but he shouldn't become addicted.

Unless, of course, he's foolish enough to choose GC Fiat and unlucky enough that the GC hasn't activated it yet...
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Desertpuma
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« Reply #10 on: August 28, 2007, 09:10:40 AM »

I do llike some of what you are talking about here and may incorporate it into my home game at some point unless someone does choose GC Fiat. If they do, I got them.
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« Reply #11 on: September 11, 2007, 04:03:40 AM »

An idea that I am toying with for a modern fantasy game I might eventually run is to make magic addictive.

The mechanic is simple, the wizard must make a Will save with a DC equal to eight plus the level of the spell, if the save fails then the wizard must immediately begin casting another spell, for which he must make another Will save, with each Will save after the first suffering a -1 penalty, cumulative.

The wizard can pick which spell to cast, but can burn through his prepared spells/mana/etc. pretty darned quickly.

The Auld Grump
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Desertpuma
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« Reply #12 on: September 11, 2007, 09:06:59 AM »

Now, that is an interesting idea Grump.
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« Reply #13 on: September 11, 2007, 11:56:59 AM »

I like it too. Kinda reminds me of what Willow went through when she became "Dark Willow" on "Buffy".
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TheAuldGrump
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« Reply #14 on: September 23, 2007, 06:24:46 PM »

I am thinking that a feat to help with resisting Spell Adiction might have a prerequisite of either being first level, or being able to cast 4th level spells (or the equivalent if you use an alternate magic system). If you were't born resistant then it takes a lot of training and experience to avoid the addiction.

Channelers with Spell Addiction might be dangerous to friends and enemies both....

The Auld Grump
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