Hogwarts; New Generation Quidditch game The Field The Quidditch field is divided in six (6) rows in which the players can freely move around at. Each team starts at point one (1) from where the dice is thrown. As per usual the hoops are at the end side of each field. So row one (1) and six (6) of the respective sides. How it is played All players start at row one (1), regardless of position. They all move from there on. The Quaffle and Bludger comes in between row three (3) or four (4). The first player to reach row three (3) or four (4) gets the ball. However, if two members happen to reach the row at the same time, then the winner shall be determined by whoever throws higher with the second, or third, dice. All players throw three dice a round and are not allowed to change it, or purposefully wait out their turn if the strikes are not in their favour. After throwing the player gets one (1) to two (2) days the chance to write a post with the use of the numbers thrown. If this time limit is passed the player will receive a warning from the mods, their row of numbers deemed invalid and they lose a round to play. Goals can only be made when the Chaser reaches the sixth (6th) row. However, even their attempt can be intercepted by a Keeper who throws higher, or a Beater who successfully hits them with a bludger. The winner of such confrontations are always determined by whoever throws the highest number. If players happen to throw the same number the third (3rd) dice will then determine the winner between them. The snitch only appears when one of the seekers throws at least twice a six (6), it shall then randomly move over the field in which the seekers will have to give into a chase. A GM shall from then on throw a(n) (extra) die as to determine the position of the snitch in the field. One roll of dice from each (playing) member of the team counts as one (1) round. If one team has more (active) members than the other, the smaller team shall be compensated by extra rolls taken by its members. One game takes five (5) rounds, so five (5) throws a member, and is won by whichever team has the most points. If the snitch is caught before five (5) rounds have passed then the game ends prematurely as a snitch equals a win. The Dice The player will throw a row of numbers to determine their actions. The first (1st) die stands for the player’s position on the field. For example, if they roll a six (6) they will be at the hoop of their opponent, thus the other side of the field. If they throw a three (3) they fly over to row three (3). Their position in the team will determine what actions they can take or not depending on where in the field they find themselves in. The second (2nd) die stands for the action of the player. This can vary from taking the ball, catching the ball, throwing the ball and etc… Again this depends on the position of the player in the field. The higher the number the more probable it is that their course of action is a success. This is also the die that determines how a confrontation between players ends. Players can only take one (1) action at the time. So if a chaser wishes to evade the bludger of the beater, they can’t throw or catch the quaffle anymore in that turn. The third (3rd) and last die is used in the case that the players throw the same number. However, if there is no confrontation, then it serves as support to the action of the second (2nd) die. So it can happen that if you throw a low number with the second (2nd) die that you can reverse your chances by throwing a high number in the third (3rd) row. The number thrown by the member with the second (2nd) and third (3rd) dice determines the success rate of their actions. Logically a one (1) means a fail to low chance while a six (6) means a high probability and success. However, the third (3rd) dice can turn these chances completely around by lifting the chances up, or lowering it depending on whether the number of the third (3rd) dice is higher or lower than the second (2nd). So that means; Definition list: Fail - Exactly what it says, the character fails to perform the intended action. Lower - Most likely a fail. The player shall most likely fail to perform the intended action. Moderate - The player has a 50/50 chance between success and failure. Variation is welcomed. Success - Congratulations, your character succeeded in whatever it wanted to do. If the player throws a lower/moderate combination the GM, or one of the co-mods, will throw another dice for the player in question. If the dice is four (4) or higher, then the action is a success, if the dice is a three (3) or lower, the action is a fail. The Players Defence The Keeper (Rows explained from the Keeper’s perspective) Can only defend in row one (1) to two (2). However, if they are on row two (2) and the chaser on row one (1) they obviously won’t catch the ball in time and will fail. Can block the player all over the field. However, needs to be on the same row as the player if they wish to block their path. Can only move between the rows of their own half of the field, so between row one (1) and row three (3). If the first die is a four (4) it will count as row (1), five (5) is row two (2) and six (6) is row three (3). Needs to throw higher than the chaser if they wish to succesfully block the quaffle. Same counts for blocking. The Beaters (Rows explained from the Beater’s perspective) Can hit the player with a bludger over the whole field. Needs to be on the same row, or one row behind or in front, as to hit the opponent with a bludger. Needs to be on the same row as the player if they wish to block their path. Needs to throw higher than the opponent if they wish to succesfully hit them with the bludger. Same counts for blocking. Offence The Chasers (Rows explained from the Chaser’s perspective) Can only score in row six (6). Can pass the quaffle all over the field, however they can only pass over to another team member in the same, or one row behind or in front of them. Needs to throw higher than the opponent to successfully pass the ball, catch it, for an attempt to score, or to intercept the quaffle from the opponent. The Seeker (Rows explained from the Seeker’s perspective) Snitch only appears when the player throws a double six (6) with the second (2nd) and third (3rd) die. The GM (or if delegated to one of the moderators) will throw a(n) (extra) die to determine where the snitch is on the field. The seeker needs to be on the same row as the snitch in order to have a chance of catching it. Like how the snitch appears when a double six (6) is thrown with the second (2nd) and third (3rd) die, the snitch will disappear again if the same combination of double six (6) is thrown by one of the seekers. It can reappear again with another combination of double six (6). The seeker needs to throw a number higher than the opponent in order to avoid attacks, or blocks. HNG: Quidditch game - The Rules Players can't redo their rolls again if they didn't roll as favoured. We expect the players to be flexible and creative with the chances rolled. The Snitch is always rolled by the GM, or by one of the Co-Mods if allowed so by the Game Master. The extra roll to determine the 'success' of a Lower/Moderate chance is also rolled exclusively by the GM or Co-Mods assigned. We expect players to play fair and to follow the roll of their dices when writing a post. Players are expected to roll the die for every action they make. Failure to follow this system will result in a warning and additional consequences from the staff. Just as in the IC a member can't roll twice after each other if there hasn't been a response yet from another player or the opponent. The game ends after five (5) rounds. After that each member in the team has rolled the die once a round is over. If a team is larger than the opposing team, a members of the smaller team will roll an extra set of die to compensate the numbers. The game is won by the team with the most points, or if the snitch is caught beforehand, by the team who catches the snitch. This thread is exclusively made for the members to roll their dice and according to their rolls write a post in the original IC. This system has been developed by: @Nemopedia @Wicked @Misaou @Misaou 's uncle Thank you for helping out and reading over this system for loopholes. The dice for the snitch and the extra die to determine the success of the lower/moderate chances will be rolled by: @Wicked @Nemopedia Example; Whoa, my luck sucks. XD 1st dice: 2 2nd dice: 1 3rd dice: 4 So, that means; Row two (2), and a definite fail in whatever action I want to take. So let's imagine Melinda Geralds [Chaser, Gryffindor] wanting to catch a ball: - Melinda flies to the second row of her half of the field. - Tries to catch the quaffle. - However, she fails terribly and the quaffle flies over her head. N.B: You need to post first before you can roll a dice. It will ask you for which character you are rolling, in which you can fill your character's name in. You can't edit it after you have rolled the die, so for these who have more than one player on the field, make sure to fill it in. If you have multiple characters you can make two rows in one post by redoing the steps again for the first row. Again you fill in the name of the character in question and then roll three (3) the die. In this case I don't have another character in a quidditch team, so let's ignore that second row. That is just a test to show that it is possible. 1st dice: 3 2nd dice: 1 3rd dice: 6 - Player moves to row 3 of their half of the field. - Has a low chance of success - GM/Co-mod needs to throw a dice to determine whether the action is a success or a fail. One (1) to three (3) means fail, four (4) to six (6) means success.