Wrestling matches, won't be quite like actual combat,
If it is a non lethal match, no death is to occur at the end- This is highly usual for the more legalised matches that are organised.
If lethal force is used and is against said match rules,
Then calls for bans, jail, death penalty can be highly likely (depending on the organisation/ local laws).
The match is a max of 5 rounds. Minimum 3 to win.
Initiative rolls to determine order of who will get the first attack each round.
In the match, each round consists of:
Free object Interaction
Talking
Each opponent gets to do what they can normally do in standard combat following match limits (no magic, only x weapons used, etc.),
If they hit successfully through their opponents AC they take hp damage like in normal combat.
A standard successful hit, after damage taken, will then need to roll a Con Save DC 15, and on a fail, the opponent falls,
A critical successful hit, the opponent automatically falls.
Falling is in more detail further on.
Between rounds (but not before the first round),
Players can choose to make a
CHA (Intimidation)
or DEX (Sleight of Hand) roll to try to gain an advantage in the next round (angering or frightening the opponent, slipping a rock into a glove unnoticed, etc.).
They could even make a CHA (Performance) roll to try to get the crowd on their side for that extra boost of confidence.
Those with the Tavern Brawler feat can add a d4 to their roll.
The Fighter (Battle Master), can spend a Superiority die to add it to a check. The Monk can spend a Martial Arts die to add it to a check.
A barbarian can rage for advantage on a STR check.
Falling (Down for the count)
NPCs (and Players) have 3 """death saving throw""" chances to stand up as normal, or they are out (same principal of normal players in respects to the DC for success and failure numbers to roll for death saves),
[If on 0hp and succeeds saving throws by success of all 3 or crit success, the opponent is able to stand with 1hp + Con mod.]
Upon standing up, that opponent rolls a CHA (Performance) to see if they've excited the crowd, to receive INSPIRATION from the roar of the crowds, To do 1 extra attack and add a 1d6 to add to the damage before the next round will begin.
K-O (knocked out of the match)
When an opponent falls, and they fail all or get 1 crit fail from their death saves.
If HP reaches 0hp fails a con save, or got critical successfully hit, they are K-O-ed and lose.
Death saves, even the variant in this, are still saving throws, and can be potentially rolled with advantage etc. if an applicable way to do so.
* Lethal:
NPC's (whoever the non-Player opponent is), don't get "death saves" from a lethal match/ opponent doing a lethal attack (including breaking the rules to do so in a non-lethal match), just like in normal combat.
(Players still of course keep their death saves).
* Non-Lethal:
Standard non-lethal matches, after the match, whatever health you are left is what you have after the match.
If you were on 0hp, at the end of the match, you regain with 10hp + Con modifier.
(Not technically counting lingering injuries for players, and shock system just for NPC's (again whoever the opponent is), as that depends if a campaign is/ or isn't using them as standard.
Other Thoughts
Let me know what you think of this mash up I've put together.
I wanted to create something that was generally simple, who attacks first, use your stuffs, your AC and hp mean something still, if you fall, you have that chance to get back up, or it's a K-O. Short rounds, with the chance to mess with each other, scaring, whilst also interacting with the crowd. As well as the trust, and the issue of an opponent able to cause trouble by actually causing the risk of actual death saves, and hoping the ref, management, allies in the audience, come in to intervene and help.
I'd add that if the opponent who did the naughty naughty lethal (in a non lethal match) and they don't calm down, and leave the ring, it opens up to being a combat encounter.
MY personal thoughts was I wanted to keep as much as what you get in combat, because, this is combat, and also ensure it has a time period, as it's all very well and good to have 1 player be a boxer etc. but then for the other players who aren't participating to find something to do, so it was trying to make sure there were a couple of elements that could cause the match to end earlier, or at least by round 5. Especially when the session may only be 2-4 hours, and you want to do a match or two, as well as doing other activities too. So I hope that gells well.
+ If it's a group or Battle Royal, I'd follow that as a group perhaps, using the Bar Brawl initiative and actions that can be taken. I think trying to mechanically (I mean flavour wise it doesn't matter if that's what you go for "And he pushes them out the ring, and then does a flying kick in the face of... " style). work 20+ fighters in 1 match is just not necessary and again the Bar Brawl pretty much works it well, than coming up with more rules, as otherwise it's going to get head scratchily annoying I reckon.
Ta for reading. x
Rollback Post to RevisionRollBack
Toña. G-B
To post a comment, please login or register a new account.
Reading these, has helped me piece my own ideas together.
Ta for reading. x
Toña. G-B