Post by Madam Xiomara Hooch on Aug 29, 2010 14:03:20 GMT
I found this in my inbox from a while back - the original description of the Quidditch system that got lost when the old Quidditch page broke was saved on Mary's computer, thankfully! It is a little bit out of date, but I'll be updating this over the next few days to turn it into a comprehensive description of the system, and then it can go up in Quidditch Important Notices so that it's easily available for everyone to read. In the meantime, I'm putting it up in case anyone wants to check something now... but do remember that it isn't comprehensive at the moment!
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Quidditch will be played in 24 hour rounds; this means that Madam Hooch will post the results of actions every 24 hours. Players may only post once per round. If a change to your character’s action is necessary go back and edit your post. As well, please only post actions for the round you are in! Actions for the next round (ie. stealing the quaffle from a person who is being passed to) will be considered void and not rolled.
This means in order to play quidditch you only have to sign on once per day. If you cannot commit to posting once per day let your captain know as they may wish to substitute another character in while you are gone. If a character does not post within a 48 hour period it is up to their captain’s discretion to take them out of the game.
As well, please note that if a player does not post in a round where their character is required they will not get their skill points. For example, a keeper who fails to post defending the goals when the quaffle is being scored will not get their skill points and is therefore unlikely to save the goal.
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For players reference, here is a list of what players in each position can do in a round, originally created by our staff member Drake.
Chasers
If they have the Quaffle, they can shoot or pass.
If they don't have the Quaffle, they can steal, intercept, or just post that they are open for a pass.
Avoid Bludger. (can do this AND one of the above)
Beaters
If there is an open Bludger, they can attack someone.
If there is a Bludger flying at them or someone from their team, they can defend or defend and deflect.
If a Bludger is sent IN THAT ROUND, they can defend or defend and deflect.
If a Bludger is being deflected, they cannot do anything about it until next round when we see if it was successfully deflected or not.
Keepers
Defend goals for THAT round only.
Pass the Quaffle if they have the Quaffle.
Avoid Bludger (can do this AND one of the above)
Seekers
Search for the Snitch.
Attempt to catch the Snitch.
Avoid Bludger. (can do this AND one of the above)
NB. No longer complete, we have new moves to add to this!
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Experience points can be gained through attending practices and posting in games. Once a player has achieved 10 quidditch posts they gain 1 experience point (XP), another 10 posts means another XP, and so on and so forth.
Points are accumulative over the years, so if someone end off the year with 9 posts they will only need 1 more post in the new year before they qualify for an experience point. However, experience points are given out after the games, not as soon as the player reaches 10 posts.
Full experience points are gained when players perform one of their two favoured positions, meaning positions they would train in. When players are in either of their two non-favoured positions, they gain half their XP. Favoured positions are chosen before the team’s first game of the year; those positions are not changed through the year so choose them carefully! However, positions can be changed in the new year because it would be assumed characters can train in the other positions through the summer.
Players are limited to gaining 8 experience points over their school careers. This is not to discourage people from playing too long, it is simply to keep things fun and fair, prevent anyone from turning into a “super player” who can do no wrong because their stats are so high.
On that same note, players are limited to a skill set of 6-6-6 even if it means they do not get to use all their experience points.
NB. Slightly changed!
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All players will have 3 statistics allotted to them at the beginning of each game. These stats are Strength (STR), Dexterity (DEX), and Concentration (CON). Madam Hooch will assign these stats by random D6 (six sided dice) roll, then players can add their experience points on top of their rolls.
These three statistics will be added to dice rolls (explained below) to determine the successfulness of players actions.
DEX is applied when avoiding bludgers, passing the quaffle, intercepting the quaffle, defending the goals, and catching the snitch.
STR is applied when stealing the quaffle, defending the quaffle from being stolen and another player from a bludger, scoring a goal, and hitting a bludger.
CON is used for maintain your action after being hit by a bludger and searching for the snitch.
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Onto the game itself! The successfulness of all actions will be determined by dice roll plus the statistics above, posted by Madam Hooch to complete each round. Please note, D4 is a 4 sided dice, D6 is a 6 sided dice, D8 is an 8 sided dice, and a D10 is a 10 sided dice.
All actions will get a roll plus the player’s statistics, the player with the highest result wins! Different actions get different dice rolls to account for the difficulty of the tasks.
Stealing Quaffle - D4
Defending from a steal or bludger - D8
Passing - D6
Intercepting - D4
Scoring - D6
Defending the goals - D6
Hitting a bludger - D6
Avoiding a bludger – D8
Searching for the snitch – D4
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Chasers, the quaffle must be passed before every other attempt on the goals by each team. Changed.
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Beaters, bludgers hit within the first 12 hours of a round will always be rolled. Bludgers hit within the second 12 hours of a round will only be rolled if another beater defends against it, otherwise the results of the bludger will be put off to be determined at the end of the next round.
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While the Seekers will have the same three basic statistics, their dice rolls will be a little different from the other players’. Every round Seekers will post their actions, like everyone else; the Seekers will be searching for the Snitch. Seekers will not be competing against each other, looking for the higher result, though.
Before the game begins Madam Hooch will choose a random number between 1 and 25. To search for the Snitch each round, Seekers must have a Search roll (D6+Con) of at least 5. The Seeker must post searching each round for the Search roll to be made. Each Seeker will roll each number between 1 and 25 separately from each other until someone rolls the Snitch number (each number can only be rolled once by each Seeker).
Once the Snitch has been spotted, the Seekers post trying to catch it. The seeker who first saw the snitch will get a D12 + DEX roll, the other seeker will get a D10+DEX roll, and the Snitch will get D10+Snitch Bonus (D4).
If the Snitch gets a better result than both Seekers, it escapes and the Seekers go back to looking for it again. If the Seekers have a better result than the Snitch they catch it – the Seeker with the highest roll wins. In the result of a tie, the Seeker who spotted the Snitch wins.
If the Snitch escapes, a new Snitch number between 1 and 10 will be randomly generated and each Seeker will roll between 1 and 10 when they Search successfully. In the case that both seekers spotted together and had matching Dex rolls, the tie breaker will come down to a STR roll (D6+STR).
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Last but not least is Hit Points. These are not, at the moment, in the game. This is because the creators of the system have not had time to iron out all the details. Please stay tuned and we will hopefully be introducing them in the next round of games!
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Quidditch will be played in 24 hour rounds; this means that Madam Hooch will post the results of actions every 24 hours. Players may only post once per round. If a change to your character’s action is necessary go back and edit your post. As well, please only post actions for the round you are in! Actions for the next round (ie. stealing the quaffle from a person who is being passed to) will be considered void and not rolled.
This means in order to play quidditch you only have to sign on once per day. If you cannot commit to posting once per day let your captain know as they may wish to substitute another character in while you are gone. If a character does not post within a 48 hour period it is up to their captain’s discretion to take them out of the game.
As well, please note that if a player does not post in a round where their character is required they will not get their skill points. For example, a keeper who fails to post defending the goals when the quaffle is being scored will not get their skill points and is therefore unlikely to save the goal.
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For players reference, here is a list of what players in each position can do in a round, originally created by our staff member Drake.
Chasers
If they have the Quaffle, they can shoot or pass.
If they don't have the Quaffle, they can steal, intercept, or just post that they are open for a pass.
Avoid Bludger. (can do this AND one of the above)
Beaters
If there is an open Bludger, they can attack someone.
If there is a Bludger flying at them or someone from their team, they can defend or defend and deflect.
If a Bludger is sent IN THAT ROUND, they can defend or defend and deflect.
If a Bludger is being deflected, they cannot do anything about it until next round when we see if it was successfully deflected or not.
Keepers
Defend goals for THAT round only.
Pass the Quaffle if they have the Quaffle.
Avoid Bludger (can do this AND one of the above)
Seekers
Search for the Snitch.
Attempt to catch the Snitch.
Avoid Bludger. (can do this AND one of the above)
NB. No longer complete, we have new moves to add to this!
------
Experience points can be gained through attending practices and posting in games. Once a player has achieved 10 quidditch posts they gain 1 experience point (XP), another 10 posts means another XP, and so on and so forth.
Points are accumulative over the years, so if someone end off the year with 9 posts they will only need 1 more post in the new year before they qualify for an experience point. However, experience points are given out after the games, not as soon as the player reaches 10 posts.
Full experience points are gained when players perform one of their two favoured positions, meaning positions they would train in. When players are in either of their two non-favoured positions, they gain half their XP. Favoured positions are chosen before the team’s first game of the year; those positions are not changed through the year so choose them carefully! However, positions can be changed in the new year because it would be assumed characters can train in the other positions through the summer.
Players are limited to gaining 8 experience points over their school careers. This is not to discourage people from playing too long, it is simply to keep things fun and fair, prevent anyone from turning into a “super player” who can do no wrong because their stats are so high.
On that same note, players are limited to a skill set of 6-6-6 even if it means they do not get to use all their experience points.
NB. Slightly changed!
------
All players will have 3 statistics allotted to them at the beginning of each game. These stats are Strength (STR), Dexterity (DEX), and Concentration (CON). Madam Hooch will assign these stats by random D6 (six sided dice) roll, then players can add their experience points on top of their rolls.
These three statistics will be added to dice rolls (explained below) to determine the successfulness of players actions.
DEX is applied when avoiding bludgers, passing the quaffle, intercepting the quaffle, defending the goals, and catching the snitch.
STR is applied when stealing the quaffle, defending the quaffle from being stolen and another player from a bludger, scoring a goal, and hitting a bludger.
CON is used for maintain your action after being hit by a bludger and searching for the snitch.
------
Onto the game itself! The successfulness of all actions will be determined by dice roll plus the statistics above, posted by Madam Hooch to complete each round. Please note, D4 is a 4 sided dice, D6 is a 6 sided dice, D8 is an 8 sided dice, and a D10 is a 10 sided dice.
All actions will get a roll plus the player’s statistics, the player with the highest result wins! Different actions get different dice rolls to account for the difficulty of the tasks.
Stealing Quaffle - D4
Defending from a steal or bludger - D8
Passing - D6
Intercepting - D4
Scoring - D6
Defending the goals - D6
Hitting a bludger - D6
Avoiding a bludger – D8
Searching for the snitch – D4
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Beaters, bludgers hit within the first 12 hours of a round will always be rolled. Bludgers hit within the second 12 hours of a round will only be rolled if another beater defends against it, otherwise the results of the bludger will be put off to be determined at the end of the next round.
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While the Seekers will have the same three basic statistics, their dice rolls will be a little different from the other players’. Every round Seekers will post their actions, like everyone else; the Seekers will be searching for the Snitch. Seekers will not be competing against each other, looking for the higher result, though.
Before the game begins Madam Hooch will choose a random number between 1 and 25. To search for the Snitch each round, Seekers must have a Search roll (D6+Con) of at least 5. The Seeker must post searching each round for the Search roll to be made. Each Seeker will roll each number between 1 and 25 separately from each other until someone rolls the Snitch number (each number can only be rolled once by each Seeker).
Once the Snitch has been spotted, the Seekers post trying to catch it. The seeker who first saw the snitch will get a D12 + DEX roll, the other seeker will get a D10+DEX roll, and the Snitch will get D10+Snitch Bonus (D4).
If the Snitch gets a better result than both Seekers, it escapes and the Seekers go back to looking for it again. If the Seekers have a better result than the Snitch they catch it – the Seeker with the highest roll wins. In the result of a tie, the Seeker who spotted the Snitch wins.
If the Snitch escapes, a new Snitch number between 1 and 10 will be randomly generated and each Seeker will roll between 1 and 10 when they Search successfully. In the case that both seekers spotted together and had matching Dex rolls, the tie breaker will come down to a STR roll (D6+STR).
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