Arm Wrestling [Archive] - Wizards Community

Post/Author/DateTimePost
StudPuffin

01-23-07, 05:38 PM
Okay, so in a game I have coming up there will be an arm wrestling competition where the Fighter PC in my group is planning on participating. I don't want to leave this as strait strength checks to determine a winner, since a character with a Strength of twelve could get lucky and slam a half-orc barbarian in a rage, so I was thinking:

The opponents each roll a strength check, whoever wins the strength check deals non-lethal damage to their opponent equal to their strength modifier. First person to knock an opponent down by twenty or more wins.

What do you guys think?
FoxmanFX

01-23-07, 05:54 PM
You could make it a number of successes if you wanted..

Strength check for each contestant....
-1 or lower = -2 successes
0-4 = -1 successes
5-9 = 0 successes
10-14 = 1 success
15-19 = 2 successes
20-24 = 3 successes
25-29 = 4 successes

Each person's successes subtract from the others... first to 5 successes wins

So little str 12 human vs. 17 str 1/2 orc
Round one:
Human rolls a 14, +1 str = 15 for 2 successes
1/2 orc rolls an 8, +3 str = 11 for 1 success
(net 1 success for human, need 5)
Round two:
Human rolls an 8, +1 str = 9 for 0 successes
1/2 or rolls a 14, +3 str = 17 = 2 success
(net 1 success for 1/2orc, need 5)

And so on...
LiefKarakse

01-23-07, 06:44 PM
You could make it a number of successes if you wanted..

Strength check for each contestant....
-1 or lower = -2 successes
0-4 = -1 successes
5-9 = 0 successes
10-14 = 1 success
15-19 = 2 successes
20-24 = 3 successes
25-29 = 4 successes

Each person's successes subtract from the others... first to 5 successes wins

So little str 12 human vs. 17 str 1/2 orc
Round one:
Human rolls a 14, +1 str = 15 for 2 successes
1/2 orc rolls an 8, +3 str = 11 for 1 success
(net 1 success for human, need 5)
Round two:
Human rolls an 8, +1 str = 9 for 0 successes
1/2 or rolls a 14, +3 str = 17 = 2 success
(net 1 success for 1/2orc, need 5)

And so on...

this is what i was thinking too this would be perfect
Some_call_me_Tim

01-23-07, 06:52 PM
I would just go real simple.

Opposed STR checks. Either best of three or keep track of wins and the first contestant to get three more than their opponent wins. Saves having to reference a chart and keeps it quick and simple.
Ryusage

01-23-07, 07:01 PM
I would just go real simple.

Opposed STR checks. Either best of three or keep track of wins and the first contestant to get three more than their opponent wins. Saves having to reference a chart and keeps it quick and simple.

Seconded. Keep it simple.
ZombieDragon

01-23-07, 11:43 PM
We use an opposed STR rolls and a series of events. Each round has three rolls. Starting at even each win moves you toward your pin spot and away from your pinned spot.

PIN--<>--Advantage--<>--EVEN--<>--broke--<>-- pinned

If the contest goes past the second round : after the second round and every round thereafter - 1 to STR for every time you went into broke.

Individual contests are usually 2 out of 3
or
Tournament with a round robin in which 2 overall loses and your out of the running

Edit : stare down rule : before the first roll an opposed Intimidate, winner gets a + 1 on first roll, and first roll only.
Ace_of_Diamonds

01-24-07, 01:01 AM
I like Tim's idea. First to win a certain number of strength checks. The key is to find the right number to give a significant advantage to someone with a higer strength modifier, but still leave the door open for the contestant with the lower strength modifier to pull off the upset.

My pseronal favorite for these kinds of situations is best of seven (first to four).

EDIT: And if they tie, obviously, the higher natural roll wins. If both the modified roll and the natural roll are tied, just re-roll.
Krusk

01-24-07, 01:40 AM
i had official rules for it somewhere. From a dragon magazine or something, ill get back when/if i find it.
enlightened

01-24-07, 02:00 AM
I don't want to leave this as strait strength checks to determine a winner, since a character with a Strength of twelve could get lucky and slam a half-orc barbarian in a rage.


....which is why I switched to bell curve rolls.
underscore_ed

01-24-07, 02:07 AM
I don't like the idea of opposed STR checks for arm wrestling. That means that someone with an 8 STR and excellant rolls could out arm wrestle someone with an 18 STR and poor rolls.

How about this, for each round roll a d20 for each character, add STR modifiers and compare to the opposing characters strength. If the result matchs or goes over the strength score than that character wins. For ties than repeat process until you have a winner.

I feel this is more accurate because someone with an 8 could still hypothetically win but the 18 has a better chance. Also two characters with matching strength could arm wrestle for a while.

I also really like the intimidate idea
Ace_of_Diamonds

01-24-07, 02:11 AM
....which is why I switched to bell curve rolls.

I feel that bell curve rolls are overkill. It's not so much about balancing rolls on a curve as it is about designing encounters in a way that less weight is given to each individual roll.
Tyler Do'Urden

01-24-07, 03:50 AM
I thought of a mechanic for this sort of thing a while ago.

You get a battlemat. You place each participant's mini three, five, or ten squares away from some generic counter in opposite directions. You begin making opposed Strength (or Dex or Con or whatever) checks. Each time you win an opposed check, the counter moves one square closer to you. Ties go to the character with the larger bonus (or if the bonuses are equal, the counter stays put). When the counter reaches your mini, you win.

I like this because it basically guarantees that the Str 20 character will beat the Str 3 character without making it absolutely certain. It's possible for the Str 3 character to win, but not anywhere near as likely as a single opposed check. It also keeps an otherwise boring die roll kind of interesting.

You can use this for all sorts of things. Footraces, chess games, trying to bed the same barmaid or swindle the same customer, endurance trials, anything that could concievably be decided by an opposed check can be done with this mechanic.
Arcade

01-24-07, 09:16 AM
Why not just use a smaller dice, like say a d4 or a d6. Roll the dice and add your strength modifier. Keep a running total and the first one to hit a certain total above their opponent wins.

Example: Use a d6 and the first one ahead by 7 wins. Wussy at str 8 vs Muscles at str 18. First roll, Wussy gets 6, Muscles gets 1 (the worst result), making the score 5 to 4, which means Muscles is barely losing with the worst possible result. this would have to happen 6 more times for Wussy to win. Usually however, Muscles will slam Wussy's arm into the table after 1 or 2 rounds.

You may want to add an endurance section as well. Have increasing DC checks vs. CON (starting at 5 and going up by 1 or 2 each round). If you fail, you take -1 on all future strength checks (cumulative). If you have Endurance, you gain +4 on these checks (as the feat says you would).

And the intimidate idea is good.
nonsi

01-24-07, 12:46 PM
Why not just use a smaller dice, like say a d4 or a d6. Roll the dice and add your strength modifier. Keep a running total and the first one to hit a certain total above their opponent wins.

Example: Use a d6 and the first one ahead by 7 wins. Wussy at str 8 vs Muscles at str 18. First roll, Wussy gets 6, Muscles gets 1 (the worst result), making the score 5 to 4, which means Muscles is barely losing with the worst possible result. this would have to happen 6 more times for Wussy to win. Usually however, Muscles will slam Wussy's arm into the table after 1 or 2 rounds.

You may want to add an endurance section as well. Have increasing DC checks vs. CON (starting at 5 and going up by 1 or 2 each round). If you fail, you take -1 on all future strength checks (cumulative). If you have Endurance, you gain +4 on these checks (as the feat says you would).

And the intimidate idea is good.

Good concept.

I'd use d4, since in real life "Wussy" would have no chance in hell against "Muscles".
It sounds reasonable that if the STR-mod diff is more than +-3, it's practically an open and shut case.