I can think of few RPG's where being drunk actually had any major effect. Most RPG's that allow you to drink introduce a brief blurry visual. Others have your character suffer a temporary reduction in statistics when you drink. For example, drinking in Neverwinter Nights would lead to your character's intelligence draining and if it drained below 9, your character would speak like an idiot in conversations (which is also possible if you've created a character with intelligence below 9 too).

In The Witcher (from what I recall) drinking would give Geralt a temporary boost in strength during fist fights but he would struggle to walk outside of combat, visuals blurred and drinking too much would cause him to pass out where he would awake hours later (possibly at night putting him in dangerous situations with roaming enemies).

Divinity 2 had the worst drinking system ever. The Dragon Knight seems immune to the toxicity of alcohol and actually benefits from them by having his/her mana restored upon consuming such beverages.

The blurry visual feature is useless. If you're going to introduce penalties for drinking then introduce proper penalties rather than some useless visual that lasts for a few seconds. I believe Red Dead Redemption had a drunk system (like GTA) where simply walking was hard and would lead to John falling over numerous times. Add a system like that (just to mess around in towns) if you're going to add anything.

Of course in a game with a perceptive like Original Sin, other penalties could be imposed. Sickness, passing-out (with some hilarious consequences as described in the OP) and reduced statistics would suit a "drunk system" in Original Sin. Perhaps the benefits of being drunk could be that your character gains more resistance to damage.

Last edited by Demonic; 18/01/13 11:22 PM.