QUOTE (Rad @ Apr 26 2008, 06:52 PM)
Willpower should definitely come into effect here, that might be a good way to model the "some guys have better tolerance, independant of Body" bit.
I once had a drinking contest with a portugese neighbor involving some really good imported tequilla.
And by "imported", I mean "purchased in Mexico and brough across the border because this stuff they don't import."
Long story short, we finished the bottle and part of another one, and the next day they called a freind of mine to ask if I was OK. I was fine, they just couldn't beleive I kept up with Ray without suffering any ill effects. (The guy definitely had a higher body than me.) The thing is, I don't drink often and can get buzzed pretty easily, but if I actually try to hold it together I can drink alot and still be fully functional.
I'm not as familliar with SR game mechanics, but I'd say make it a body test like a normal toxin, but have the option of making a willpower test to overcome the effects temporarily. So what happens is that you're rolling a willpower test every time you take an action to avoid taking the "I'm so wasted" modifiers.
Willpower affects your Stun damage track, so that can help with dealing with the stun damage. I'd also say you should be able to make a composure check or something to help you avoid making the effects obvious to those around you.
Shall I repeat what I stated; I do not think that a drink-by-drink system is worth the bookkeeping, nor do I beleive that the thresholds should increase with every drink. Since we're running an RPG using humans we can modify the effects to suit the cause. Using a power 3 toxin doing stun damage and disorientation for an hour of relatively heavy drinking should have an impact that models the effects well enough, so long as you extend the effects of disorientation.
Joe "Mean" McAverage (Body 2) goes out with his mates Douglas Nerdmeister (Body 1) and Steve Musclehead (Body 3); all of them drink a couple of pints in their first hour. Doug rolls no hits on the resistance test, so he gets the full impact of the abuse and feels a little woozy, having been hit with an extended Disorientation (at least an hour) and 3S for a temporary -3 modifier. Joe and Steve both roll a hit, so they're feeling a little bit better. Given that they're looking to drown their stress after a drudging day of work, they decide not to call it quits here, despite Doug's complaints. They kick up the rate of intake and really hit the shots for an hour. The GM rules that this increased concentration equals a power 5 toxin instead. Doug manages to roll a hit, so he's only taking 4S but is still going to be quite disoriented. Joe rolls 2 hits and takes 3S and disorientation, he feels pretty bad but not as bad as Doug does. Steve rolls 3 hits and feels only the slightest bit better than Joe (both are still at -3). Doug really won't make another test and he begs off, saying he's got to get up early and is feeling really terrible.
Joe and Steve try to find someone else to drink with and share stories. They find Sam O'Tank (Body 5, Nephritic Screen 4) and proceed to revert back to drinking beer. Joe rolls no hits against the P3 toxin and gets to a total of 8 boxes off on his monitor, he's really not going to be able to take another hour of this. Steve rolls a hit as well and hits 7 boxes off. Sam rolls three hits and calls the Shiawase soybeers a load of crap, calling for something a little bit stronger. Another hour of shots, another Power 5 toxin effect. Joe rolls no hits and overflows into physical - Steve rolls a single hit and also overflows into physical, but less than Joe. Sam rolls a few hits and ends up taking 2S and Disorientation. He notices that his newfound friends are unconscious - luckily they have DocWagon contracts so a team arrives and carts them away to get their stomachs pumped.
(I took "Wall of text" as a specialisation off my Cybercombat skill.)