RangerWickett
Legend
One of my players wanted to make a competitive brawler who is at the adventure location because he's touring. I liked the idea and was going to put a little sporting event into the intro session. But then I realized that, well, he's got 8 hit points. Any sort of 'fighting' will last 2 or 3 rounds, and there's not much in the way of tactics or cleverness.
What to do? Which of these options might be improvements?
'Timing' - The brawl has three ten-round 'stages.' Between stages, you get a one minute break.
'Knockout' - If you end your turn at 0 HP three rounds in a row, you're knocked out. If you go to 0 HP three times in the same stage, that's a technical knock out.
'Boxing gloves' - Your attacks deal 'temporary' damage unless it's a crit. Sorta like temp HP, temp damage goes away after one minute. If you can make it to the end of a stage, you basically get to reset your health.
'Boxing coach' - You've got a buddy who hypes you up before each 'stage' of the brawl (and there are three stages that are 10 rounds long each). This gives you 5 or 10 temp HP, and he can shout healing word twice during the whole encounter to get you back on your feet, but this needs to be used judiciously. (Maybe if I really flesh this out, different coaches provide different types of bonus. Maybe bystanders can cheat and try to also cast healing word without getting noticed, but if they're spotted they'll likely get mobbed by the crowd.)
'Dodging' - Use Dodge to do your best Muhammad Ali impression.
'Clinching' - A variant of the Disarm optional rule in the DMG, you basically make a Grapple attempt, and if you succeed your opponent cannot deal more than 1 damage with any attack until they break the grab.
'Tie-breaker' - If both fighters are still up at the end of the third stage, they make opposed Performance checks to see who put on the better show.
Bonus Action Options
You can attempt these a number of times per bout equal to your proficiency bonus + Int mod.
'Trash Talk' - Make an Intimidation check and frighten them for one round if your check beats their Wisdom save.
'Feint' - Make a Deception check to get advantage on your next attack if you beat their Wisdom save.
'Get a Read' - Insight check vs Int save. If you succeed, you get a +1 bonus to attacks for the rest of the fight.
'Wound the Eye' - If you hit with an attack this turn, Con save equal to damage dealt (which is probably pretty low) to blind them until the end of the stage.
'Appeal to Ref' - Persuasion check (DC varies) to get the ref to let you get away with something illegal, like making an attack without using the gloves
What to do? Which of these options might be improvements?
'Timing' - The brawl has three ten-round 'stages.' Between stages, you get a one minute break.
'Knockout' - If you end your turn at 0 HP three rounds in a row, you're knocked out. If you go to 0 HP three times in the same stage, that's a technical knock out.
'Boxing gloves' - Your attacks deal 'temporary' damage unless it's a crit. Sorta like temp HP, temp damage goes away after one minute. If you can make it to the end of a stage, you basically get to reset your health.
'Boxing coach' - You've got a buddy who hypes you up before each 'stage' of the brawl (and there are three stages that are 10 rounds long each). This gives you 5 or 10 temp HP, and he can shout healing word twice during the whole encounter to get you back on your feet, but this needs to be used judiciously. (Maybe if I really flesh this out, different coaches provide different types of bonus. Maybe bystanders can cheat and try to also cast healing word without getting noticed, but if they're spotted they'll likely get mobbed by the crowd.)
'Dodging' - Use Dodge to do your best Muhammad Ali impression.
'Clinching' - A variant of the Disarm optional rule in the DMG, you basically make a Grapple attempt, and if you succeed your opponent cannot deal more than 1 damage with any attack until they break the grab.
'Tie-breaker' - If both fighters are still up at the end of the third stage, they make opposed Performance checks to see who put on the better show.
Bonus Action Options
You can attempt these a number of times per bout equal to your proficiency bonus + Int mod.
'Trash Talk' - Make an Intimidation check and frighten them for one round if your check beats their Wisdom save.
'Feint' - Make a Deception check to get advantage on your next attack if you beat their Wisdom save.
'Get a Read' - Insight check vs Int save. If you succeed, you get a +1 bonus to attacks for the rest of the fight.
'Wound the Eye' - If you hit with an attack this turn, Con save equal to damage dealt (which is probably pretty low) to blind them until the end of the stage.
'Appeal to Ref' - Persuasion check (DC varies) to get the ref to let you get away with something illegal, like making an attack without using the gloves