Hello, I was looking for a more interesting and at the same time realistic way to play an arm wrestling game, rather than a simple strength contest between two opponents, so after some browsing here and there and various suggestions I came up with this set of rules:
The opponents must be of the same size (say: large vs large, small vs small... ).
On a piece of paper draw a line with 7 marks on it, each of them at the same distance with the others.
Place a token on the central mark. This represents the opponents clasping hands getting ready for the match.
The two opponents roll opposing Strength Contests and whoever wins moves the token towards their side of the line with the following modifiers:
if the strength difference is greater than 6, the lower strength is at disadvantage.
if one party wins the opposing check by 5 or more, move the token two marks.
Repeat until the token reaches the final mark signaling that one of the opponents has pinned the others hand to the table.
If the winner's strength difference lower than the loser and the difference is higher than 6, the winner gains one level of Exhaustion.
I'm not sure about the last point, but I wanted to stress the fact that although a character with less Strength may win an arm wrestling contest, it comes with severe repercussions.
I like it, but yeah, I probably wouldn't bother with the point of Exhaustion element; someone with substantially lower Strength is already at a huge disadvantage, so it feels weird to penalise them for winning against such stacked odds.
Now if they cheat in order to do it, e.g- using Enhance Ability on themselves, Hex their opponent (or both, in my own STR 8 Bard's case 😉) , use magic items or such, then a DM should absolutely choose to impose a cost, or have them make Deception checks to avoid being found out, but that's the sort of thing to just leave to DM's discretion, or leave as a DM Tips note or such.
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Alternatively, if you think of arm wrestling as a sport or a pub game, it wouldn't be out of line to create an entire arm-wrestling mini-game that could be applied between players and NPC or players and other players. Now that I think about it, I could turn this into a tavern gambling game as well. I'm invested now.
You win the arm-wrestling match by getting three points, which means you've pinned your opponent's hand to the table. Both contestants start in the neutral position (0 points) and if you win a contest, you get a point. If you lose a contest, you lose a point. Every contest is a STR check, as you would expect. The longer the match goes, the bigger a role CON plays. On each contest, you can also do things like position your body for advantageous leverage (DEX) or try to distract the opponent (CHA). Contests could go as follows:
First contest is an opposed STR check. Highest result wins. If the roll is lower than your CON score (which there is a very good chance it will be) deduct a point of STR for the rest of the match to indicate fatigue.
On the subsequent contests, someone is probably winning. Another opposed STR check with the higher result winning. Someone might look for an edge by trying to get into a position for better leverage (Acrobatics) or distract the opponent (Performance) to get advantage on the STR check. The DC for the skill check would be the STR of the opponent, so tough to overcome a strong opponent, but easier as the match drags on. If the roll is lower than your CON score, deduct a point of STR for the rest of the match for fatigue.
(Optional) If someone has two points, they are very close to winning the match. They could add their CON modifier to their roll to symbolize them going all-out for the victory. This would also help get the matches over with a little more quickly.
And of course, people around could gamble on this because of course they would.
Hello, I was looking for a more interesting and at the same time realistic way to play an arm wrestling game, rather than a simple strength contest between two opponents, so after some browsing here and there and various suggestions I came up with this set of rules:
I'm not sure about the last point, but I wanted to stress the fact that although a character with less Strength may win an arm wrestling contest, it comes with severe repercussions.
What do you think? Any suggestions?
I like it, but yeah, I probably wouldn't bother with the point of Exhaustion element; someone with substantially lower Strength is already at a huge disadvantage, so it feels weird to penalise them for winning against such stacked odds.
Now if they cheat in order to do it, e.g- using Enhance Ability on themselves, Hex their opponent (or both, in my own STR 8 Bard's case 😉) , use magic items or such, then a DM should absolutely choose to impose a cost, or have them make Deception checks to avoid being found out, but that's the sort of thing to just leave to DM's discretion, or leave as a DM Tips note or such.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I agree.
And well, I never thought about magic cheating, so thank you for those tips of advice.
I made a tavern minigame out of arm wrestling back in the day, complete with skill checks and tomfoolery.
"Not all those who wander are lost"
Never thought about taunting the opponent, but definitely is more than likely to be happening in real life