Post by Sirius Black on Dec 8, 2008 10:58:13 GMT -5
Until we come up with a better way, this is how Quidditch will be played:
All Quidditch Games will be held on the day(s) designated and will last no longer than two days. We have made it to where even if you don't have a full team, you can still participate. At the very least you need 1 chaser, 1 keeper, and 1 seeker. The game is based on chance, though skill determined through canon, captaincy, and seniority are also factored in.
How the Positions are Played:
Chaser:
Passing- This only works if you have 2-3 chasers playing. To pass, your character must role play as though they are about to pass the ball. You will not say whether or not the ball was successfully thrown to the other player. At this point, the current referee (Madam Hooch) will roll a dice or use a random number generator between 1-6 or 1-3 (depending on stats). If the number is odd, that means the pass was successful. If it is even, that means the pass was dropped and the other team now has possession.
Catching- Only works if you have 2-3 chasers playing. To catch a successful pass, a chaser will role play themselves going after the ball, but they will not role play if they caught it or not. The referee will again roll a dice (1-6 or 1-3). If the number is odd, the quaffle was caught. If it was even, the quaffle was dropped and the other team now has possession.
Tackling/Stealing- To tackle a chaser, the rules are that the chaser must be in possession of the quaffle and isn't in the middle of passing. Assuming that this isn't the case, the player must role play like they are tackling but will not role play as if they successfully took the quaffle. The referee will roll (1-6 or 1-3). If it is odd, the tackle was successful, the other team has a chance to dodge, but if they fail, you now have possession of the quaffle. If it is even, the quaffle remains with the other team.
Dodging- If a bludger is successfully hit at a player or a tackle is successfully attempted, the chaser has the opportunity to dodge. This time, no matter the stats, the referee will use a random number generator 1-4. If the number is odd, the dodge was successful. If it was even, the dodge failed.
Scoring- When you are getting ready to score, role play as though you have thrown the quaffle, but do not role play as though it went through or not. After your post, the referee will use a random number generator 1-10 or 1-9. If the number is odd, the ball could go in (depending on the keeper). If it is even, the keeper automatically caught it and gets to choose a chaser on his team to have possession. (This method applies for foul shots as well).
Beater:
Bludger Attack- To successfully hit another player with a bludger, you must role play like you hit the bludger but will not role play whether it hit the target or not. A referee will RNG 1-4 or 1-3 (depending on stats). If it's odd, the attack was successfully hit and if the chaser did not dodge, the bludger hit, forcing the quaffle to be dropped and is now in your team's possession. If it's odd, the bludger missed or the chaser automatically dodged and game play resumes.
Keeper:
Save- If a chaser has successfully attempted to score, the keeper may try to prevent this. After role playing a save attempt, the referee will random number generate 1-4 or 1-3 depending on stats. If the number is odd, they caught the quaffle and will hand it over to their chaser. If it's even, the quaffle went through resulting in 10 points for the opposing team, but the quaffle remains in your team's possession.
Seeker:
Seeing the Snitch- Whether you want the game to end quickly or only after scoring a certain number of points, that's up to your player to decide. But to see the snitch, the RNG (1-4 or 1-3) must land on an odd number following a post where your character is attempting to find it. If it is odd, your character has spotted the snitch. If it's even, you must keep looking. The first 'seeing snitch' attempt can only be made after at least seven posts. The second can only be made seven posts after that, and so on and so forth. This prevents players from trying to see the snitch every single post.
Catching the Golden Snitch- It is assumed that if your player goes after the golden snitch, than the other seeker may try to grab it first. This is solved by another random number generator to be determined upon seeing the snitch. The referee will roll 1-2. If it's 1, you automatically have priority and get the first catching attempt. If it's 2, the other player has priority. The referee will let you know before the attempt is made.
When catching the snitch, the RNG will be set to 1-2 and will be rolled three times. If it lands on 1 3/3 or 2/3 times (depending on stats) then you have successfully caught the snitch and have gained 150 points for your team. If not, there is still one more chance to gain the golden snitch. The priority roll will be made again. If it's 1, the player who saw the snitch has priority. If it's 2, the player who didn't has priority. They will attempt to catch the snitch. If on the second attempt it fails, the snitch is lost, and regular game play resumes.
All Quidditch Games will be held on the day(s) designated and will last no longer than two days. We have made it to where even if you don't have a full team, you can still participate. At the very least you need 1 chaser, 1 keeper, and 1 seeker. The game is based on chance, though skill determined through canon, captaincy, and seniority are also factored in.
How the Positions are Played:
Chaser:
Passing- This only works if you have 2-3 chasers playing. To pass, your character must role play as though they are about to pass the ball. You will not say whether or not the ball was successfully thrown to the other player. At this point, the current referee (Madam Hooch) will roll a dice or use a random number generator between 1-6 or 1-3 (depending on stats). If the number is odd, that means the pass was successful. If it is even, that means the pass was dropped and the other team now has possession.
Catching- Only works if you have 2-3 chasers playing. To catch a successful pass, a chaser will role play themselves going after the ball, but they will not role play if they caught it or not. The referee will again roll a dice (1-6 or 1-3). If the number is odd, the quaffle was caught. If it was even, the quaffle was dropped and the other team now has possession.
Tackling/Stealing- To tackle a chaser, the rules are that the chaser must be in possession of the quaffle and isn't in the middle of passing. Assuming that this isn't the case, the player must role play like they are tackling but will not role play as if they successfully took the quaffle. The referee will roll (1-6 or 1-3). If it is odd, the tackle was successful, the other team has a chance to dodge, but if they fail, you now have possession of the quaffle. If it is even, the quaffle remains with the other team.
Dodging- If a bludger is successfully hit at a player or a tackle is successfully attempted, the chaser has the opportunity to dodge. This time, no matter the stats, the referee will use a random number generator 1-4. If the number is odd, the dodge was successful. If it was even, the dodge failed.
Scoring- When you are getting ready to score, role play as though you have thrown the quaffle, but do not role play as though it went through or not. After your post, the referee will use a random number generator 1-10 or 1-9. If the number is odd, the ball could go in (depending on the keeper). If it is even, the keeper automatically caught it and gets to choose a chaser on his team to have possession. (This method applies for foul shots as well).
Beater:
Bludger Attack- To successfully hit another player with a bludger, you must role play like you hit the bludger but will not role play whether it hit the target or not. A referee will RNG 1-4 or 1-3 (depending on stats). If it's odd, the attack was successfully hit and if the chaser did not dodge, the bludger hit, forcing the quaffle to be dropped and is now in your team's possession. If it's odd, the bludger missed or the chaser automatically dodged and game play resumes.
Keeper:
Save- If a chaser has successfully attempted to score, the keeper may try to prevent this. After role playing a save attempt, the referee will random number generate 1-4 or 1-3 depending on stats. If the number is odd, they caught the quaffle and will hand it over to their chaser. If it's even, the quaffle went through resulting in 10 points for the opposing team, but the quaffle remains in your team's possession.
Seeker:
Seeing the Snitch- Whether you want the game to end quickly or only after scoring a certain number of points, that's up to your player to decide. But to see the snitch, the RNG (1-4 or 1-3) must land on an odd number following a post where your character is attempting to find it. If it is odd, your character has spotted the snitch. If it's even, you must keep looking. The first 'seeing snitch' attempt can only be made after at least seven posts. The second can only be made seven posts after that, and so on and so forth. This prevents players from trying to see the snitch every single post.
Catching the Golden Snitch- It is assumed that if your player goes after the golden snitch, than the other seeker may try to grab it first. This is solved by another random number generator to be determined upon seeing the snitch. The referee will roll 1-2. If it's 1, you automatically have priority and get the first catching attempt. If it's 2, the other player has priority. The referee will let you know before the attempt is made.
When catching the snitch, the RNG will be set to 1-2 and will be rolled three times. If it lands on 1 3/3 or 2/3 times (depending on stats) then you have successfully caught the snitch and have gained 150 points for your team. If not, there is still one more chance to gain the golden snitch. The priority roll will be made again. If it's 1, the player who saw the snitch has priority. If it's 2, the player who didn't has priority. They will attempt to catch the snitch. If on the second attempt it fails, the snitch is lost, and regular game play resumes.