I've created a wrestling mini-game for my current campaign. I've playtested it myself and it's pretty fun! The rules are like this:
Two contesters start in the middle of a circle (dimensions at the DM's choosing, but 40 ft. in diameter is advised). The goal is to push the other contester out of the ring. The contester must be totally out of the ring in order for the fight to end. The fight proceeds in rounds. Each round has 3 phases as the following:
I) Choosing an action
Each contester chooses one of those three actions: shove, lift or trip. Much like a rock-paper-scissors, each action beats another one, as follows: •shove beats lift •lift beats trip •trip beats shove Choosing a winning action over your opponent's will give you advantage on the Contested Athletics Check as described in the second phase.
II) Contested Athletics
This phase is pretty simple. The two contesters roll a Contested Athletics Check against each other. One contester must get a result above the other contester's by 3 or more in order to win the check. The loosing contester gets pushed 5ft. in a random direction as described in the third phase. If one contester rolls a natural 20, they push their opponent 10ft. instead. If one contester rolls a natural 1, they automatically fail the check. If no one wins the check, the two contesters stay in their place, struggling to push the other.
III) Push Direction
After one contester wins the roll, their opponent is pushed in a random direction. The winning contester rolls a d6, determining the direction as follows: •1-2: Diagonal Left •3-4: Straight Back •5-6: Diagonal Right Each contester has one Salvage Chance per fight. On a succeeded or failed contested check, they can use this Salvage Chance to reroll the direction of the push.
This is still "beta", and haven't really playtested it much mroe than a few times on my own, and I'm aware that there is probably some tweakings to do. Please tell me what you think!
Thank you for posting this idea - perfect for a trip to a fair that I'm planning. I've just given it a playtest and have decide to leave out the salvage part as I don't want the match to take up too much time in the session, but it will certainly give a flavour of what the characters encounter. I've decided to move both characters the same distance and to have the direction of the push match the direction the attacker is facing.
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I've created a wrestling mini-game for my current campaign. I've playtested it myself and it's pretty fun! The rules are like this:
Two contesters start in the middle of a circle (dimensions at the DM's choosing, but 40 ft. in diameter is advised). The goal is to push the other contester out of the ring. The contester must be totally out of the ring in order for the fight to end.
The fight proceeds in rounds. Each round has 3 phases as the following:
I) Choosing an action
Each contester chooses one of those three actions: shove, lift or trip. Much like a rock-paper-scissors, each action beats another one, as follows:
•shove beats lift
•lift beats trip
•trip beats shove
Choosing a winning action over your opponent's will give you advantage on the Contested Athletics Check as described in the second phase.
II) Contested Athletics
This phase is pretty simple. The two contesters roll a Contested Athletics Check against each other. One contester must get a result above the other contester's by 3 or more in order to win the check. The loosing contester gets pushed 5ft. in a random direction as described in the third phase.
If one contester rolls a natural 20, they push their opponent 10ft. instead. If one contester rolls a natural 1, they automatically fail the check. If no one wins the check, the two contesters stay in their place, struggling to push the other.
III) Push Direction
After one contester wins the roll, their opponent is pushed in a random direction. The winning contester rolls a d6, determining the direction as follows:
•1-2: Diagonal Left
•3-4: Straight Back
•5-6: Diagonal Right
Each contester has one Salvage Chance per fight. On a succeeded or failed contested check, they can use this Salvage Chance to reroll the direction of the push.
This is still "beta", and haven't really playtested it much mroe than a few times on my own, and I'm aware that there is probably some tweakings to do. Please tell me what you think!
Curious how you would handle a barbarian whose rage would grant them advantage regardless? It might take away the interest in the first phase?
Thank you for posting this idea - perfect for a trip to a fair that I'm planning. I've just given it a playtest and have decide to leave out the salvage part as I don't want the match to take up too much time in the session, but it will certainly give a flavour of what the characters encounter. I've decided to move both characters the same distance and to have the direction of the push match the direction the attacker is facing.