What do you do when a player brings a character that begs for something far outside the normal scope of your game? As an example, let’s say you have a player that brings a barbarian into your Curse of Strahd campaign that is, in no uncertain terms, Hulk Hogan. As I see it, you have two options: Shut it down or lean into it.
While you have every right to talk to your player and discuss alterations to their character to better fit the tone that you are hoping to set in your campaign, here is how I decided to lean into that very example … hard.
We’ve talked often on the podcast of DM Tony’s barbarian, Hawk Morgan, who is the Forgotten Realms’ answer to Hulkamania. We’ve hinted at the rules I’ve built to accommodate wrestling within our campaign world and we discussed in our most recent episode the “Dispute in the Den!” Barovia’s answer to Wrestlemania.
As promised, what follows are the wrestling mechanics we’ve been developing in our Curse of Strahd campaign as well as 3WD’s paean to the wrestling memories of our youth … “Whatcha gonna do when Hawkamania runs wild on you, brother?!”
Benchmarking
We talk a lot about the idea of benchmarking, especially within 5e. With its bounded accuracy design and balanced mechanics, most abilities can be reskinned to approximate whatever you might be going for.
First, you want to think about what the hallmarks are of the ability that you’re trying to recreate? In this case, what are the hallmarks of pro wrestling as opposed to, let’s say, collegiate wrestling? Generally, most matches are made up of strikes (punching, kicking, clothesline, etc.), holds (headlock, full nelson, figure-four leglock, etc.), and special moves or finishers (Leg Drop, DDT, Stone Cold Stunner, The People’s Elbow, etc.).
Secondly, wrestlers generally perform a series of moves in a row (the clinch, moving into a headlock and then wrenching the opponent’s neck). However, they’re not fighting a wooden dummy, so the opponent needs to be able to counter (breaking the headlock, throwing them into the ropes followed by some sweet chin music from their big ole size 13’s).
Finally, there’s the performance piece of the match. The crowd participation, the certain defeat followed by the comeback. The point where the hero gets to Layeth the Smacketh down on some jabroni’s candy-ass.
Once you have the hallmarks of what defines the ability you’re trying to emulate, you can begin to do some benchmark kit-bashing.
Striking
Bruce Lee paraphrased an old Taoist proverb when he said, “Before I learned the art, a punch was just a punch, a kick, just a kick. After I learned the art, a punch was no longer a punch, a kick no longer a kick. Now that I understand the art, a punch is just a punch and a kick is just a kick.”
While this shows Lee’s profound understanding of the art, punches and kicks need to be more than meets the eye if you’re going to build a pro wrestler.
The best striker in 5e is the monk, hands down. The martial arts ability they gain at 1st level was a great place to start. However, since Hawk already possessed abilities granted by being a barbarian, and was already incredibly strong, I didn’t think he needed the same level of damage given to a monk with only that ability, so I moved the damage die back one tier:
Level 1-4: 1+Strength modifier
Level 5-10: 1+Strength modifier+1d4
Level 11-15: 1+Strength modifier+1d6
Level 16-20: 1+Strength modifier+1d8
I also added a mechanic for high-flying strikes, as they are a hallmark of pro wrestling. A high-flying strike deals damage concurrent with level+1d6 bludgeoning damage for every 10 feet of height (i.e. falling damage). However, the player must make a DC 15 Dexterity saving throw. Success has them take half the falling damage, failure has them take all of it.
Holds
We’ve often discussed the grappling rules currently in place in 5e. While they work for the majority of circumstances, they don’t allow the “what next” for a wrestler. I kept the grappling rules the same as in the PHB, with a contested Athletics check to grapple and a contested Athletics check to escape. What I added was the “what next”:
Continue the Hold: Target becomes Restrained until it can escape.
Wrench: The target remains Grappled and takes bludgeoning damage concurrent with level.
Bludgeoning: The target remains Grappled and is forced into walls, floor, etc, receiving damage concurrent with level+1d6 bludgeoning.
Performance Points
As I stated earlier, the performance is the foundation of pro wrestling. With that in mind, I needed a mechanic that could properly reflect the amazing athleticism, high-flying acrobatics and Finishing Moves that are part of the “gimmick.” My answer was Performance Points.
Since I was building this off of a barbarian, I decided to tie the Performance Points pool to the number of rages a barbarian receives at different levels. To add to this, any natural 20 rolled adds one temporary Performance Point to the pool until the next Long Rest is taken.
Performance Points would allow for two things: 1) for the player to take no damage from a high-flying strike and, 2) to execute Special Moves or Finishers, the crown jewel of professional wrestling.
Finish Him!
A leg drop is one thing. Hogan dropping one on the Macho Man is something else. Dropping an elbow can be done by anyone, but The People’s Elbow ends your opponent’s chances. Choke Slam? Very pedestrian. How about a Choke Slam to Hell from the Undertaker. You’re probably gonna Rest in Peace.
To emulate the fan-favorite moves that separate one wrestler from another, I built out the mechanic of Special Moves, which pulls off of the Performance Point pool.
There are two options for executing a Special Move:
- Extra Damage (1 Performance Point): Damage increases to 1+Strength modifier+1d10
- Stunning Strike (2 Performance Points): Target must be grappled at the start of the turn. Damage increases to 1+Strength+1d12 and they must make a Constitution saving throw (DC= 8+proficiency+Charisma modifier). Failure means the target is stunned until the end of the player’s next turn.
The Dispute in the Den!
So, how did I pull all of these rules together to allow for Hawk to go “One on One with the Great One?” (The Great One in our example being the werewolf alpha, Kiril Stoyanovich.) First, I needed to find a way to not have the other players spend the whole session watching a pay-per-view event. After some great advice from my fellow Strahd DMs on Facebook, I decided to go with the idea of a Lumberjack match.
Hawk and Kiril would face off in the ring with the objective of pinning their opponent. To pin, they had to reduce their opponent to at least half of their hit point maximum and Win Over Audience.
Win Over Audience was a mechanic I built to allow the other players to affect the match and assist in the win. While they were stationed outside of the ring, along with the “Barovian Brawlers” (a half dozen suped-up werewolves), they could earn Momentum, which would lead to them Winning over the Audience.
Momentum was gained (or lost) through turning the audience (various Charisma-based checks), awesome moves within the ring, or dirty tricks. I had it set that a team must achieve a Momentum score of five and be at least two points higher than the opposing side to attempt a pin.
Additionally, because the players were entering hostile territory, I had all of their checks for Momentum start at Disadvantage until a score of three or more was achieved to reflect their underdog status.
Final Thoughts
As I have come to realize over my years of DMing, the best stories come about when you let your players off the reins and let them go for something they’re really passionate about. DM Tony bringing a faux Hulk Hogan into our gothic horror game might seem like several steps too far for some of you. And, for some of you, you’re probably absolutely right. However, by going with Tony’s idea and seeing that the other players at the table were having fun with it as well, we were able to do something that I never would have thought of creating otherwise.
If you’re planning on building out something to emulate an ability that you don’t find in your game, or find that it’s lacking (like the 5e grappling rules for someone wanting to be a wrestler), don’t immediately try to reinvent the wheel. A lot of work is put into the design of game systems and, most times, you can easily reskin and kit-bash together existing material to create something unique.
If you’re going way out on a limb and completely homebrewing a mini-game within your game, like our version of Wrestlemania, keep it loose, keep it simple, and try to allow your players to drive the action. Then write an article about it and see if any of your listeners will playtest it for you!
Until next time, heroes … LIVE THE ADVENTURE!
I can’t believe I’m only finding this article now but about a year ago I started my first campaign and my players chose Curse of Strahd as the module. One of my players is an amazing roleplayer and he wanted to play an aged Macho Man Randy Savage! He’s a monk and we’ve incorporated a lot of wrestling moves into his attacks but I wish I found this earlier.
Tonight he is finally facing off against the Undertaker (also an analogy for his age and mortality) at the top of the Tsolenka Pass guard tower. I was worried the other players would be bored with a one v one match so I am absolutely using some of your points for the Kiril fight like win over the audience and performance points. Thank you!
Cameron,
I’m absolutely humbled! Thank you so much. How did you handle the wrestling angle in your game? Just RAW for grappling or did you flavor it somehow? Probably easier with a monk character as they already have a lot of sizzle. Please let us know how the “Terror at the Tower” goes for you…
-DM Dave
Hi there,
I’m late to the 3 wise DMs game so I’m just trying to catch up; I hope you guys still check this, I have a few questions.
1 – How did each of these (maneuvers?) tie in with typical Barbarian abilities (Rage damage/reckless attack/brutal critical, etc)?
2- What is the action economy used for each maneuver (action/bonus action)? Also in line with this, is the Continue the Hold maneuver it’s own separate thing or is it simply a matter of not letting go of the grapple that round (and thus having an action/bonus action to use)?
3 – Is the extra damage from spending a performance point on top of the regular damage from the original maneuver or just it just upgrade the damage dice to a d10?
4 – Can any of these critical hit?
I’d love to see if my current DM would allow me to use something like this in our next campaign and I’m sure he’s going to want the answers to these questions before he does.
Thanks,
Ed
Hey Ed!
Thanks for listening and extra special thanks for thinking our wrestling rules aren’t complete lunacy! These rules didn’t seem to be game-breaking but definitely added some flair for my barbarian character. Later in the game, he moved more towards weapon attacks, so we didn’t really see how it plays at high levels. Here’s my answers:
1 – How did each of these (maneuvers?) tie in with typical Barbarian abilities (Rage damage/reckless attack/brutal critical, etc)?
I tied the Performance Points mechanic to the Rage ability in terms of usage. As you can see in the article, any natural 20 adds to the pool for that day only. They don’t carry over. Criticals always hit and we always double damage, so I would rule the same for a wrestling move. Think Hogan body slamming Andre or Kane Tombstoning the Undertaker. Any additional damage that a barbarian can inflict would count similarly. AS an additional note, I made these rules to be accessible to anyone in the world, of any class, not just barbarians.
2- What is the action economy used for each maneuver (action/bonus action)? Also in line with this, is the Continue the Hold maneuver it’s own separate thing or is it simply a matter of not letting go of the grapple that round (and thus having an action/bonus action to use)?
It takes an action to strike or grapple an opponent. When he reached 5th level, I allowed the Extra Attack feature to be used for striking, grappling, wrenching, or any combination of those. Performance Points are added to a move, so they would not count against action economy. An opponent can always attempt to escape each round, but good luck against a raging Bear Totem barbarian!
3 – Is the extra damage from spending a performance point on top of the regular damage from the original maneuver or just it just upgrade the damage dice to a d10?
I used this as upgraded damage.
4 – Can any of these critical hit?
Always. Drop the People’s Elbow on some jabroni’s candy ass.
Hope this helps and we’d love to hear your thoughts if you get to test drive them.
-DM Dave
Isn’t there an ability that allows a Barb or Pally “challenge an opponent”? It would allow the pre-match smack before the event where one would always “throw the gauntlet down” on another for the wrestlemania event? That way it’s “I CHALLENGE YOUUU!” “IT’S ON! THIS IS BETWEEN YOU AND ME AND ONLY ONE LEAVES ON THEIR FEET!” PPV event is on!
Also, if the “buddies” of the main event rush the ring they get +1 advantage. If other side buddies outside of ring roll higher than each rusher, they get the advantage, and +1 performance pool points per buddie that rushes in to help, and each high roll gets to pick which enemy they go after allowing the check rolls to rush in, block attack inbound or get a instant crit hit in order to keep their main hero from getting jumped. Fail the save throws, enemies get to pick. Save throws could be based off of highest attack Stat of each of the buddies char type and race.
That should help some.
Is there a difference between wrench and bludgeon besides one doing a little more damage?
Hi Fred!
Correct, I had bludgeoning (slamming opponent into things) be consistent with falling damage. The target remains grappled with both. Most of that came from flavor of how Hawk was approaching enemies with wrestling.