
Gladiators, Racers, and Rogues: Non-Combat Challenges in TTRPGs
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:
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The Start: Gaining momentum, pushing past competitors (Strength or Acrobatics checks).
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The Hazards: Collapsing bridges, loose terrain, or rogue citizens in the way (Dexterity saves, Athletics to vault).
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The Shortcut Gamble: A choice—take the safe route or risk a dangerous shortcut (high DC roll but potential for huge gains).
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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.”
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Do they risk a jump that could break an ankle but put them ahead?
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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.
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Did the paladin give a rousing speech before the match? Now the crowd cheers for them, granting inspiration.
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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:
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Obstacle Courses: Spinning blades, fire pits, balancing beams.
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Beast Hunts: Instead of fighting a monster, players have to outmaneuver it, bait it into traps, or escape a maze.
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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:
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They push teamwork. Some players might rely on brute force, while others use guile, spellwork, or trickery.
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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.
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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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