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Nerdarchy > At The Gaming Table  > Gladiators, Racers, and Rogues: Non-Combat Challenges in TTRPGs

Gladiators, Racers, and Rogues: Non-Combat Challenges in TTRPGs

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How to make skill-based, narrative-driven encounters as thrilling as combat.

Tabletop RPGs are often defined by their combat mechanics—but what about the high-stakes, high-tension moments that don’t involve a single sword swing?

Arguably the most famous mul in D&D lore, Rikus was a mul gladiator in Tyr who helped in the overthrow of Kalak the Sorcerer-King, in the Dark Sun campaign setting. [Art by Brom]


From chariot races through collapsing cities to gladiatorial trials of wit and endurance, non-combat challenges can be just as engaging as a battle—if not more.

Two standout examples from Under the Dome—the Tiny Dome Dash and gladiatorial games of Crystalia—show how to engage players through skill-based encounters that push narrative, creativity, and player agency just as much as combat. Check out more Dome content here.


The Thrill of the Chase: The Tiny Dome Dash

In Under the Dome, the Tiny Dome Dash is a deadly, high-speed, obstacle-packed race through the streets of Crystalia. It isn’t about damage or hit points—it’s about timing, strategy, and split-second decision-making.

Why Skill-Based Races Work in RPGs

Traditional combat is turn-based, methodical, and tactical. Races, by contrast, force players into a flow of constant motion. Instead of “I attack,” it’s “I leap the chasm,” “I slide under the collapsing archway,” or “I shove an opponent into a stall and keep running.”

Making a Chase Feel Dynamic

1. Break the Race into Phases

Instead of a flat skill check, treat a race like a multi-stage event. Each phase presents new challenges:

  • The Start: Gaining momentum, pushing past competitors (Strength or Acrobatics checks).

  • The Hazards: Collapsing bridges, loose terrain, or rogue citizens in the way (Dexterity saves, Athletics to vault).

  • The Shortcut Gamble: A choice—take the safe route or risk a dangerous shortcut (high DC roll but potential for huge gains).

  • The Finish Line: A final roll-off between the top competitors (exhaustion mechanics for long races).

2. Allow Player Creativity

Great races thrive on improvisation. Can a bard cast Minor Illusion to trick another racer into turning the wrong way? Can a rogue slip a banana peel mid-race (or the fantasy equivalent)? Give bonus advantages for clever ideas that fit the setting.

3. Risk vs. Reward

A chase should have meaningful stakes beyond “you win or lose.”

  • Do they risk a jump that could break an ankle but put them ahead?

  • Does a rival cheat, and do they call them out mid-race (losing time) or get revenge later?

The Tiny Dome Dash isn’t just a race—it’s a storytelling moment, an interaction hub, and a way to define character motivations through action.


The Spectacle of Combat—Without Combat: Gladiator Games

Crystalia’s gladiatorial arenas are about survival, spectacle, and skill—but they don’t always involve straight-up brawls.

How to Make Gladiatorial Games More Than Combat

1. The Crowd as a Mechanic

In an arena battle, the audience is a factor—and it can shift the tide of the game.

  • Did the paladin give a rousing speech before the match? Now the crowd cheers for them, granting inspiration.

  • Did the rogue try to win with dirty tricks? The audience boos, causing distractions.

The audience should have a Favor Meter—if the crowd loves the player, they might throw in weapons or healing potions. If they hate them? They might cheer for an environmental hazard to activate.

2. More Than Fists and Swords

A great gladiator match includes:

  • Obstacle Courses: Spinning blades, fire pits, balancing beams.

  • Beast Hunts: Instead of fighting a monster, players have to outmaneuver it, bait it into traps, or escape a maze.

  • Tag-Team Battles: NPC alliances shift based on charisma, bribery, or crowd influence.

3. The Champion’s Dilemma

Winning the match isn’t always winning—perhaps the real victory is choosing honor over bloodshed, or realizing the arena is rigged, forcing players to break out rather than fight.

Gladiatorial matches should push the characters’ moral choices, test their wits, and challenge their reputation as much as their blades.


Beyond Combat—Why These Challenges Matter

Both the Tiny Dome Dash and gladiatorial challenges are prime examples of why non-combat encounters drive roleplay, immersion, and creativity:

  • They push teamwork. Some players might rely on brute force, while others use guile, spellwork, or trickery.

  • They define personalities. A fighter might win a race through endurance. A wizard might find a way to fly over it. A bard might con the crowd into disqualifying a rival.

  • They allow for lasting consequences. A race can spark rivalries, a gladiator match might start a rebellion—all without a single attack roll.

By integrating high-stakes, skill-driven events, you turn your RPG world into more than just a battlefield.

And when the next combat does happen? It’ll feel earned—because the players chose to fight, rather than just falling into it.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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