[RPG] How to DM unlikely strength checks

dnd-5egm-techniquesskills

A question for all DMs out there. So, part of the fun of D&D derives from the randomness of the dice, and to interpret their results in a sensible way -even within the broad boundaries of a make-believe world- is the DM's main job.

The party's wizard may roll horribly on an history check to remember the deeds of the past, but the dumb barbarian may roll so improbably high that, to make peace with his limited relevant skill, the DM could rule that "he remembers that exact anecdote heard during the pub brawl he had the previous night" or such.
You could follow the same reasoning from pretty much every other skill: despite having low core stats, one could clumsily dodge, unexpectedly resist, unforeseeably find/solve, incredibly remember/understand, weirdly convince. After all randomness does happen in real life, and it can very well happen under the tyranny of the RNG.

But what about strength checks?
Try as I might, I have a hard time imagine how a mage with -1 strength could overpower the +6 orc in arm wrestling without the intervention of external forces if the former beat the latter dice-wise. I guess the orc could be distracted or just let the spellcaster win, but these all seem pretty weak ways to force a result considering that strength is such an objective value. I don't think it's random that its flat value is linked to fixed capabilities like the height and length of one's jumps or one's carrying capacity: a strong character may be tired or ill, but he'll always be able to accomplish physical endeavors that a weak character simply couldn't match without aid.

How would you rule on an unlikely strength check without breaking the players' suspension of disbelief?

Best Answer

If failure/success doesn't make sense, don't let them roll in the first place

Let's see what the rules say about ability checks (emphasis mine):

The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

You said you have a hard time imagining how the mage could possibly win in arm wrestling against the orc. That sounds to me like you already determined that the outcome is certain. If the outcome is certain (and it's not an attack), don't ask for a roll.

The DM decides when dice are rolled, not the players. If your players say they want to arm wrestle, and you feel that roleplay-wise there is no way PC 1 could win over PC 2, you simply tell them the outcome.

If you can figure out a way to RP either outcome, then go ahead and ask for the roll! But that's a determination you need to make before you ask for the roll. Don't ask for the roll, and then despair at not being able to narrate the outcome.

How far you want to stretch the imagination is up to you

... and your players' tastes. Some players will enjoy a laugh about "The orc choked on a fly", others will roll their eyes at it. You have to feel that out. Also don't neglect your own preferences, since the game should be enjoyable for you too.