drunken master

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Theodore01
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drunken master

Unread post by Theodore01 »

from the wiki:
Drink Like a Demon
From level 1 a drunken master's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his Strength by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect).
In game it seems like it's just a +1STR/-1WIS trade per Drunken Master level. Always got 1,2,3 increase/decrease as i advanced in that class (from lv.1 to 3 yet).
There seems no randomness at all.
Would be nice, if it's an actual roll, even better if it would be 2 seperate rolls for STR and WIS. Maybe one could increase the dice range from d1 up to d10 when advancing levels.


Other than that, the class seems to have very few useful feat picks on levelup, maybe add some more here (combat focus line, shield line, monk feats ......)

Would be really nice, if the improvised weapons all got a unique look (like the broken bottle). Using a default kama, club, staff is no fun.
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Nemni
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Re: drunken master

Unread post by Nemni »

Theodore01 wrote: Thu Mar 07, 2019 7:57 am In game it seems like it's just a +1STR/-1WIS trade per Drunken Master level. Always got 1,2,3 increase/decrease as i advanced in that class (from lv.1 to 3 yet).
There seems no randomness at all.
Would be nice, if it's an actual roll, even better if it would be 2 seperate rolls for STR and WIS. Maybe one could increase the dice range from d1 up to d10 when advancing levels.
It's not random. Beer gives 1 point, wine gives 2, spirits give 3. However, not all alcohol in game is actually marked correctly, so some wine might have the effect for beer and so on.
Theodore01 wrote: Thu Mar 07, 2019 7:57 am Other than that, the class seems to have very few useful feat picks on levelup, maybe add some more here (combat focus line, shield line, monk feats ......)
Why though? Most levels give/advance the feats that are specific for this class.
Theodore01 wrote: Thu Mar 07, 2019 7:57 am Would be really nice, if the improvised weapons all got a unique look (like the broken bottle). Using a default kama, club, staff is no fun.
I specifically picked the most basic looking models, as these weapons are supposed to be as if picked up from the ground or torn from the furniture. But at least they are on fire at level 10 ;)
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Theodore01
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Re: drunken master

Unread post by Theodore01 »

Nemni wrote: Thu Mar 07, 2019 8:52 am
Theodore01 wrote: Thu Mar 07, 2019 7:57 am In game it seems like it's just a +1STR/-1WIS trade per Drunken Master level. Always got 1,2,3 increase/decrease as i advanced in that class (from lv.1 to 3 yet).
There seems no randomness at all.
Would be nice, if it's an actual roll, even better if it would be 2 seperate rolls for STR and WIS. Maybe one could increase the dice range from d1 up to d10 when advancing levels.
It's not random. Beer gives 1 point, wine gives 2, spirits give 3. However, not all alcohol in game is actually marked correctly, so some wine might have the effect for beer and so on.
Good to know - I used the dwarfen dream (spirits, unlimited uses). Now upon reaching lv.4 - i have to drink twice. Would still like to see different rolls for increase/decrease.
Nemni wrote: Thu Mar 07, 2019 8:52 am
Theodore01 wrote: Thu Mar 07, 2019 7:57 am Other than that, the class seems to have very few useful feat picks on levelup, maybe add some more here (combat focus line, shield line, monk feats ......)
Why though? Most levels give/advance the feats that are specific for this class.
At lv.9 (Mo6,DM3) i was already at a loss what to pick, as WF/WSp/ICrit feats seem pointless here. Sure BF, Toughness, Steadfast are an option, but what else ........ ?
Rudolph
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Re: drunken master

Unread post by Rudolph »

New classes to play around with are such a great feature of this server! Thank you so much.

I, for one, like that the drunken effect is linked to the strength of the alcohol and hence stable enough to rely on. So the improvised weapons are simply standard-looking? How about making it a rake for the quarterstaff, a broken bottle for the dagger, and a baking pin for the club? So much cooler :)

While we're at it, a few mechanical questions about the class:
1) Does the Drunken STR bonus stack with a STR item bonus or spell? And can the WIS minimum of 6 include item bonuses?
2) Do the improvised weapons work with custom feats such as One Weapon?
3) Can the improvised weapons be enhanced with spells (GMW, etc.)?
4) Does the bonus damage calculation work the same way for medium and small races?
5) Do the club and quarterstaff equivalent get 2-handed damage, thus making the dagger by far the crappiest of the three?
6) Does the WIS minimum of 6 mean that any drink that would lower WIS farther has no effect on either WIS or STR?
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Theodore01
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Re: drunken master

Unread post by Theodore01 »

How about making it a rake for the quarterstaff, and a baking pin for the club? So much cooler :)
that's nice
the broken bottle is already there.

1. STR stacking - no
5. from the char.sheet it looks like it does.
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Nemni
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Re: drunken master

Unread post by Nemni »

Rudolph wrote: Thu Mar 07, 2019 10:57 am 1) Does the Drunken STR bonus stack with a STR item bonus or spell? And can the WIS minimum of 6 include item bonuses?
Str does not stack. Yes you can use any wisdom bonus.
Rudolph wrote: Thu Mar 07, 2019 10:57 am 2) Do the improvised weapons work with custom feats such as One Weapon?
Yes. Might be annoying to toggle though.
Rudolph wrote: Thu Mar 07, 2019 10:57 am 3) Can the improvised weapons be enhanced with spells (GMW, etc.)?
I don't see why not, but that would be very costly for a weapon that doesn't last.
Rudolph wrote: Thu Mar 07, 2019 10:57 am 4) Does the bonus damage calculation work the same way for medium and small races?
6) Does the WIS minimum of 6 mean that any drink that would lower WIS farther has no effect on either WIS or STR?
Yes.
Rudolph wrote: Thu Mar 07, 2019 10:57 am 5) Do the club and quarterstaff equivalent get 2-handed damage, thus making the dagger by far the crappiest of the three?
Works as any other weapon of the same base type.
Rudolph
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Re: drunken master

Unread post by Rudolph »

A first small bug report: I just made a Drunken Master, got a broken bottle, and couldn't activate Flurry (not for that weapon type msg popped up). Same with the club. Is this just cosmetic, ie do they still get the extra attacks? But then how do I see whether flurry is on or not?
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Endelyon
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Re: drunken master

Unread post by Endelyon »

It's just automatically on for the weapons you can't toggle it with.
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