It occurs to me that there are a lot of magical and non-magical planar brews, alchohols and liquers out there on the planes and that they deserve some attention both in writing them up, cataloging them and giving some rules for players and GMs to go by.
This is especially so because there are alchohols and brews that will intoxicate even those beings that are normally immune to magical and nonmagical poisons. Often these beings are willing to pay quite a bit to drink these and be able to wash their cares away in drink like so many of their brethren.
Thus a basic system is needed to express how strongly intoxicating a drink or substance is (why not expand this for all recreational drugs), and how immunities and resistences are applied.
In this thread I want to work up such a system to later be submitted as a possable rule on this site.
The first factor I can think of for determining if an intoxicant is effective or not is the constitution bonus, and fort save. Ultimately, I think the determination for if someone is getting drunk or stoned will come down to a fort save.
The next big factor is size. The smaller the creature the less intoxicant it will require to become intoxicated. Physical size for larger creatures will often be far more important than their constitution or fort saves.
As far as measuring intoxication I propose a simple system of measure of effect, from least to greatest below:
Sober - no effects from intoxication at all.
Buzzed - the first effects of the intoxication are felt, but are almost entirely must be roleplayed. The intoxicated character will probably notice the effect but others might not notice much.
Lightly Intoxicated - Also known as lightly drunk for alchohol or stoned for other drugs, this level has minor effects on the character's actions and abilities. This level does not signifigantly impede the character's ability to fight or judgement. The effects are mostly short term if the character stops consuming the intoxicating substance. Most observers will note that the character is acting a little loose, or will notice a small change from normal and but may not nessasarilly tell the cause. The changes might be ascribed to being part of a mood the character is in.
Moderately Intoxicated - This is where almost everyone will recognize that the character is intoxicated, or drunk, and the intoxication will have signifigant effects on the character's abilities and judgement. For alchohol this is also the first level where short term memory might be affected. The character however would not be in danger of death (due to the direct effects of the intoxication at least) or most perminant effects.
Heavilly Intoxicated - This is where a berk is said to be truely hammered. Even simple tasks will become difficult due to the effects of the intoxicant on the character's abilities and judgement. Minor long term and perminant effects may also be possable at this level.
Dangerously Intoxicated - As Heavilly Intoxicated except that the effects are greater, and it is much more likely that the intoxication will cause perminant harm to the character. Most poisons are given in doses to cause this level of intoxication, and at this level the intoxication has become a true poisonous effect.
Mortally Intoxicated - At this level the intoxication has a most likely chance of doing serios perminant damange or killing the character outright, and some major harm will come to the character unless major medical or magical aid is applied.
Each intoxicant should be measured in doses and the amount needed for a single 'dose' should be given (all of this should be given for medium sized creatures).
Also certain drugs and substances will have different effects on different races. These should be noted as well.
All in all I want to make a system that can add flavor and prepare a good set of guidelines and an outline for writing up alchohols drugs and other substances that have similar effects.
Or . . . it could be done where the character becomes more intoxicated based on how much they miss their save by. Perhaps if they miss it by 3 or so they move up a level in the chart. If they miss by 6 they move up two levels and so on and so forth. This could simplify and streamline the whole system so that it doesn't need to be expressly stated in every alcohol write-up. Just an idea