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| Quidditch talk | |
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| Tweet Topic Started: Jan 21 2008, 07:00 PM (6,322 Views) | |
| ligue1marseille | Jan 24 2008, 10:50 PM Post #31 |
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France/Africa Complex Pundit
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Don't even start the crap again, I talked to bandit on msn and he looked forward to being with Gryffindor, we already got his "approval" why want another one? I say we just play our possibly last series of the season tomorrow, it's about time we got on with it, you just want to stall chris because you hate being wrong... |
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| TC Admin | Jan 24 2008, 10:51 PM Post #32 |
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Admin
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Again, let me say the following. I don't mind him being on our team... if he is active enough. I am not stalling. |
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| ligue1marseille | Jan 24 2008, 11:06 PM Post #33 |
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France/Africa Complex Pundit
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He clearly agreed though so quit it already
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| Same Old Shearer | Jan 25 2008, 12:37 AM Post #34 |
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Manager
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I'm surprised you misinterpreted my post - I was asking Sheva if what I quoted bandit as saying was not enough agreement - ie implying that it was. Sheva then said he hadnt noticed that post, but will now start a new game. In other words, I agreed with you, and the dispute was over. Just to clarify.
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| el bandit | Jan 25 2008, 02:09 AM Post #35 |
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Graphics Guy
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Wow all of this over me!! i know my activeness has been questionalble but i promised ligue to be active! and if there any complaints YES I ACCEPT THE GRYFFINDOR OFFER |
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| ligue1marseille | Jan 25 2008, 03:04 AM Post #36 |
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France/Africa Complex Pundit
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Opps I didn't notice the post above! Sorry bout that
Get In! Bandit Hey chris, I told you bandit keeps his word, or else he wouldn't be called bandit from my standards! AND LOOK AT THAT! He's accepted the deal as I've said for the millionth time bonehead!
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| Nuno21 | Jan 25 2008, 08:18 PM Post #37 |
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Benfica's no1 fan!!
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What a debate this was
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VIVA BENFICA VIVA! VIVA PORTUGAL VIVA! Trophy Cabinet: TC2 Doubles Dodgeball Champion with Chris (TC Admin) TC2 Classic Football Cup Winner (Sevilla) TC2 Fantasy Hockey - Season 1 (Pittsburgh Penguins) TC2 Handball Champions - Season 9 (Ritmo HC) | |
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| Same Old Shearer | Jan 25 2008, 08:55 PM Post #38 |
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Manager
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So wait, did bandit accept the offer or not?
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| Shevliaskovic | Jan 26 2008, 08:26 AM Post #39 |
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Love is being stupid together ~x333
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i thnk that mean yes,sos |
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When the power of love overcomes the love of power the world will finally know peace. -jimi hendrix | |
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| ligue1marseille | Jan 26 2008, 03:21 PM Post #40 |
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France/Africa Complex Pundit
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He was joking around
Sheva you still haven't updated the team to how it is supposed to be! SOS is supposed to be our keeper Make playerbrooker a chaser NZ is a beater as he doesnt even play |
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| Same Old Shearer | Jan 26 2008, 04:58 PM Post #41 |
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Manager
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For the rest of the match going on, let's just play with the teams as they are on the 1st page - ie with me as a chaser and nz as a keeper etc. Might as well. |
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| Shevliaskovic | Jan 26 2008, 07:27 PM Post #42 |
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Love is being stupid together ~x333
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you never told me all those stuff :S btw after this match,we will prolly make a 5v5 touno |
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When the power of love overcomes the love of power the world will finally know peace. -jimi hendrix | |
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| ligue1marseille | Jan 26 2008, 08:04 PM Post #43 |
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France/Africa Complex Pundit
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Right well for the next match keep in mind that's how it's supposed to be
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| Nuno21 | Jan 26 2008, 10:57 PM Post #44 |
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Benfica's no1 fan!!
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1. Basic rules of play: Quidditch is played by two teams of 7 players each. One Seeker, one Keeper, three Chasers and two Beaters. Three goal rings or ‘posts’ line either ends of the field, or ‘pitch’. These goals are protected by each team’s ‘Keeper’. Quidditch is played with three very different balls. The ‘Quaffle’ is 12 inches in diameter and is made of leather bindings. This ball is tossed between the Chasers with the intent of shooting it through the hoops at either end of the pitch, much like muggle soccer. The ‘Bludgers’ are smaller then the Quaffle and made of iron. ‘Bludgers’ are the most dangerous balls of all as they are enchanted to pursue the player closest to them. ‘Bludgers’ are hit by players called Beaters. Serious injuries have been caused by ‘Bludgers’ hitting people and causing them to fall off their brooms. The third and most important ball is the ‘Golden Snitch’. The ‘Golden Snitch’ is a tiny metal ball wings and is enchanted to flee the ‘Seeker’. 2. Jobs of each player: 2.a. Seeker: The sole job of the team seeker is to catch the Golden Snitch resulting in 150 points awarded to their team, which more often then not, wins the game in their favor. 2.b. Keeper: Defense of the three goal posts. 2.c. Chasers: Defense and handling of the Quaffle. The Chaser’s job is to get the Quaffle into the goals in order to score points. 2.d. Beaters: Defense of players against the Bludgers. Beaters use metal ringed wooden bats to detour the iron balls away from their teammates. PLAYING ONLINE 3. The Stat Sheet: 3.a. All Players must fill out and submit a character trait sheet prior to the first official game they participate in. This sheet must list the broomstick to be used by the player during the game and this broom will be verified by the referee before the start of EACH game. These sheets will also determine the player’s point rolls and are essential to play. Each player must owl the following stat sheet to the referee: 3.b. REFLEXES~ SIGHT~ HAND-EYE~ STRENGTH~ STAMINA~ ROUGH HOUSING~ 3.c. Each player will be given 22 points which they can divide among the given traits. 3.d. However, at least 2 points must be given to each area of play. In other words, players may not put all their points in any one category and no more then 5 in each. Tips for Creating your Sheet 3.e. REFLEXES ~ how quick are you to respond to situations? How quickly can you duck away from a bludger, catch a quaffle etc. This skill is very useful for avoiding bludgers, for keepers when blocking goals. 3.f. SIGHT~ simply, how good are your eyes? This is a very important skill for seekers. 3.g. HAND-EYE~ how well can you catch, throw, aim? How good is your coordination? This is a important skills for all players. 3.h. STRENGTH~ how strong are your arms, legs, etc? This skill is most beneficial to Chasers and Beaters 3.i. STAMINA~ how long can you go without getting tired? This skill is most beneficial to Seekers and Beaters 3.j. ROUGH HOUSING~ just how low will you go to get a goal? Are you a tough guy who likes to hit, kick or elbow? Useful for Beaters. 3.k. * Chasers and Beaters may wish to take more points in strength and rough housing, whereas seekers may want more stamina and hand-eye coordination. 3.m. Keep in mind that ALL characteristics are important and useful to all players. *Please note that: a) Slytherin players must start with 3 points in rough housing b ) Gryffindor players must start with 3 points in stamina c) Hufflepuff players must start with 3 points in hand-eye d) Ravenclaw players must start with 3 points in sight 3.l. Points vs. Ability: 1~ Poor 2~ Average 3~ Quite Good 4~ Prefect Material 5~ Bloody Brilliant 4. Broomstick Advantage/Disadvantage: 4.a. Players must actually own the model of broomstick they list as using and this must be verified by the referee before each game begins to be valid during play, to do this simply place your broom in trades with the message “Quidditch” and provide the link at the bottom of your stat sheet. 4.b. Due to the varied availability of high end brooms from site to site, the top three brooms listed here are based on HEX item availability and should be adjusted for use on any other site. 4.c. Firebolt + 10 + 2 to Reflexes If a reserve they do not suffer any consequences to their scores if just joining the game. Nimbus 2001 + 9 + 1 to Reflexes If a reserve they do not suffer any consequences to their scores if just joining the game. Nimbus 2000 Racing Broom + 8 If a reserve they do not suffer any consequences to their scores if just joining the game. Comet 260 ~ +3 If a reserve they suffer a -2 to any score in the first round they play in. Moontrimmer ~ +3 If a reserve they suffer a -5 to any score in the first round they play in. Swiftstick ~ +2 If a reserve they suffer a -7 to any score in the first round they play in. Silver Arrow ~ +1 If a reserve they suffer a -8 to any score in the first round they play in. Bluebottle ~+1 If a reserve they suffer a -8 to any score in the first round they play in. Twigger 90 ~ +1 If a reserve they suffer a -8 to any score in the first round they play in. Shooting Star ~ (old school brooms) - 2 If a reserve they suffer a -10 to any score in the first round they play in. 4.d Points for each move will be awarded using this system. Each main move in a players post will be monitored by the referee and will be determined by a ten-sided dice roll + their stats + their role-play + their broom. 4.e. Players must score at least the target number or higher to make a success of the desired move. Therefore, a finished stat sheet would like so: Name: Toto-the-amazing-flying-monkey House: Hufflepuff Position: Seeker Stats: Reflexes - 5 Sight - 5 Hand-eye - 5 Strength - 2 Stamina - 2 Rough housing - 3 Broom: Comet 260 linkfortradewithbroom.com (+3) So, how do we play? 5.a. The referee shall flip a coin to determine which team starts with the possession of the Quaffle. From that point a 48 hour time limit shall be posted in which ALL players who wish to perform an action must do so. For example: 5.b. The Ravenclaw chaser may have possession of the Quaffle and posts trying to shoot. The Gryffindor seeker posts attempting a Snitch spot. One Ravenclaw beater tries to hit a bludger at the Gryffindor Keeper. One Ravenclaw beater tries to hit a bludger at the Gryffindor Seeker. --pause for explanation of where strategy comes in here: it is a good thing that the Gryffindor Beaters have yet to post as they can now post protecting their Keeper and Seeker. Had they posted before the Ravenclaw Beaters, it could have meant that the Gryffindor Keeper and Seeker could have quite easily been injured and failed in their attempts. If you also notice, because the Ravenclaw Beaters posted after the Gryffindor Seeker the Gryffindor Seeker has no chance to avoid the Bludger and must rely on the Beater’s aim being off while the Gryffindor Keeper can perform both a dodge from the Bludger and an attempt to catch the Quaffle in their post.— 5.c. So for example, if that was all that was posted in the 48 hour time limit the results could be: Ravenclaw scores as Gryffindor Keeper was caught sleeping by a bludger hit by Toto-the-amazing-monkey of Ravenclaw and loses 1 health point. The Gryffindor Seeker is off as they narrowly avoid a bludger and appear to have spotted the snitch! The mathematics for working this out would then be posted below the above paragraph. After the first round the time limit for all further rounds will be reduced to 36 hours. 6. Strategy Continued: There are a few constraints to the timing strategy when it comes to posting just to ensure that the game remains fair. 6.a. If Team A has possession of the Quaffle, and the round is coming to close and none of Team A’s Chaser’s have posted to say who has possession, then any member of Team A, within their own role-play can make reference to who has possession. For example, at the bottom of the Seeker’s post in brackets it can say (Snitch Spot, Duck Bludger, Foul Toto, See Mojo get possession of the Quaffle). 6.b. This controlling of what an inactive player can also be extended to receiving a pass from them. If the team is aware that Mojo won’t be online before the end of the round and none of Team B’s Chaser’s have yet to tackle Mojo for possession of the Quaffle, then a different Team A Chaser may post receiving a pass from Mojo and therefore controlling possession. Team members may not however control anything else their teammates do through their role-plays. 6.c. In the case of no one from Team A stating who has the Quaffle which is in their possession, the referee shall assign a number to each Chaser as so: Toto - 1 Mojo - 2 Coco - 3 The dice rolls a 2, therefore the referee posts saying that Mojo has possession of the Quaffle. Any moves made against the "Chaser in Possession" will be made against Mojo for this round. 6.d. A Chaser MAY NOT attempt a shot with less than 1 hour left in the round. There must be the leeway of one hour to give the Keeper a chance to block the Quaffle, in the interests of fairness. 6.e. Each team may call ONE time-out per match. Only the captains may perform this action. If the captain calls a time-out then none of the moves for that round will be successful. Also, the team sheet thread and stats thread will be unlocked meaning that a new team roster may be posted, and new stats (brooms are not allowed to change) can be posted. This time out shall last for 48 hours, and then the games shall resume as normal. 6.f. Players are allowed to play out of position. The only exception to this is that no one apart from the Seeker can attempt to spot or catch the snitch. However, any player playing out of position suffers a -5 to the score of whatever move they are attempting. 6.g. Reserves may enter the game at any point they wish as long as the number of players on the pitch does not exceed 3 chasers, 2 beaters, 1 keeper and 1 seeker. They must also state at the bottom of their post where they put their moves for whom they are substituting for e.g. (Toto substituting for Mojo). To avoid new substitutes coming on every round a reserve player suffers penalties to their scores which can be seen at 4.c. 6.h. You may attempt to anticipate a move, as long as it is within reason. To quote Madame Hooch: Keepers may not just post “Save all goals” or “Defends hoops” If they don’t actually RP it. One of the biggest strategies in HEX Quidditch is timing. There’s a reason the chasers can’t attempt a goal with less than one hour left in the game: so the keeper has a chance to defend the hoops. This implies that a keeper should either have to wait to post until after a goal is attempted by the chasers, or they must be very specific in their post before the fact. There must be some kind of action role played by the keeper… not just sitting around, or thinking and being “ready.” In addition, I see this kind of thing being used as a catch all for other moves as well. A player may not just post “Dodges all bludgers” if they haven’t role played it. It simply takes all of the strategy (and fun) out of quidditch, and it comes off a bit Mary Sue-esque. Just like a character who’s a super-witch and an animagus, and smart, and a prefect, etc… we can’t have a bunch of super-sonic players flying around who can just role play flying around and then post “Dodges all bludgers, saves all goal attempts, tackles, scores a goal, catches the snitch, learns how to fly without a broom, has X-Ray vision. The Moves: 7. Seeker Moves: 7.a. Snitch Spot - Either seeker can attempt this at any time to try and see where the snitch is. Whether or not they are successful is based on: Sight + reflexes + broom + dice roll + role-play They must score 35+ Reason for the Score: 5+5+3 (Comet) + 9 + 13 = 35 There is a Snitch advantage for the seeker who spots the Snitch first accordingly: If the spotter owns a worse broom than the other seeker-- +1 If the spotter owns the same broom as the other seeker--- +2 If the spotter owns a better broom than the other seeker-- +3 7.b. Wronski Defensive Feint – A seeker may try to block another Seeker's Snitch spot/Snitch catch by committing this move. Whether or not they are successful is based on: Reflexes + hand-eye + broom + dice roll + role-play They must score 40+. The loser of the feint loses one health point. Reason for the Score: 5+5+8+8+14.5 = 40.5 (It would not be the wisest idea to ever try this on a broom other than a Nimbus 2000) 7.c. Snitch Catch – A Seeker may only make this move if a Snitch spot has been successful. Whether the catch is successful or not is based on: Reflexes + sight + broom + dice roll + role-play They must score 38+ Reason for the Score: 5+5+3 (comet) + 10 + 15 = 38 7.d. To prevent the capture of a Snitch immediately within the first two rounds the Referee shall roll a 6 sided dice. The number which is rolled is the round in which the Seeker is allowed to make their first attempt at a Snitch spot. Any attempt before the assigned round will be ignored. 8. Chaser Moves: 8.a. Pass Quaffle - The Chaser indicates who they are attempting to pass the Quaffle to. If no opposing Chaser tries to intercept, the pass automatically succeeds. However, if an attempt is made (at any point) the intended Chaser must post attempting to catch. The winner is determined by who has the highest score based on: Catch Quaffle: Reflexes + Hand-eye + broom + dice roll + role-play Intercept Quaffle: Reflexes + site + broom + dice roll + role-play 8.b. Intercept a Quaffle – An opposing Chaser may try to catch the Quaffle after it’s been passed or after it’s been shot towards the goal in form of defense. Whether this interception is successful is not is based on: Reflexes + sight + broom + die roll + role-play must total more than the intended receiving/shooting Chaser’s total. 8.c. Shooting a Quaffle – This is a direct contest between the Chaser and the Keeper, unless an opposing Chaser tries to intercept. Chaser’s score based on: Sight + hand eye + broom + dice roll + role-play Keeper’s score based on: Reflexes + hand eye + broom + dice roll + role-play Interceptors score based on: Reflexes + sight + broom + dice roll + role-play Person with the highest score wins the contention. 8.d. Tackle – A Chaser may try to tackle an opposing Chaser for possession of the Quaffle. Since the possessor of the Quaffle may sometimes be chosen by a dice roll, the winner of the tackle is decided on by who has the highest score based on: Hand-eye + rough housing + strength + broom + dice roll + role-play 8.e. Post order is irrelevant for the following moves (ie. the moves can be made at any time and still be calculated for success. For example: Ravenclaw Chaser Bobo passes the Quaffle to R.C. Jojo. R.C. Jojo posts catching the Quaffle and shooting. Hufflepuff Chaser Pinky posts attempting to intercept the Quaffle pass. The Quaffle Pass WILL BE CALCULATED, NOT ASSUMED SUCCESSFUL.) Pass/Intercept/Catch Quaffle Dodge Bludger/Tackle 9. Beater Moves: 9.a. Each player has 10 health points. The job of the Beater is to “dispose” of the other players as well as knock Quaffles free from opposing Chasers. 9.b. A Beater may post stating that they have hit the Bludger and to whom they have directed it at. If it is too late for the person to respond (as in, they’ve already posted before the Beater and therefore can’t post again) or doesn’t respond at all then success of the Bludger hit is determined by: Strength + sight + rough-housing + broom + dice roll + role-play You must score at least 36. Why? 5 + 5 + 5 + 3 (riding a Moontrimmer) + 5 (at least) + 13 = 36 9.c. For information about how it is contested if the other person does reply see “Bludger Duck” in All Player Moves. 9.d. If a player is successfully hit they lose 1 health point. They also lose -5 to whatever move they were trying to complete. For example: If a Chaser is taking a shot, the Bludger hit is calculated first, if the Bludger hit is successful the Chaser suffers a -5 to their shooting score. If a Seeker is successfully hit they lose sight of the Snitch. (Therefore if they were in the middle of a Snitch catch they automatically don’t succeed) However, during a Snitch Wronksi Defensive Feint the same rule as applied to shooting a Quaffle is applicable here. A successful Bludger hit also prevents a successful foul in progress. 9.e. The Bludger hit is ALWAYS calculated first. 9.f. For every 3 health points a player loses they lose 1 stamina point. Once a player has 1 stamina point or less they can no longer post. Or if a player has no health points left they can no longer post. They must sit out for at least one round to regain 1 stamina point (alternatively, each round brings back one health point), two rounds for two etc. E.g. If they have 1 stamina point left and 7 health points, sitting out for one round brings them back to 8 health points and 2 stamina points. They must post saying that they are sitting out, or like with Quaffle possession someone on their team must post seeing them sit out and have it in with their moves, e.g. (See Mojo sit out). They may begin playing again as soon as they have at least 2 stamina points. 9.g. There are only TWO available Bludgers to be hit each round. This also means there can only be a MAXIMUM of TWO deflections (with a bat) each round. This prevents the game of musical bats between Keepers, Chasers and Beaters. 10. Keepers Moves: 10.a. See 8.c. 11. All Player Moves: 11.a. Bludger Duck/Deflect – A person may try to dodge a Bludger by ducking. If the player has a bat they may try deflecting. A player may attempt to sacrifice themselves and get hit by the Bludger instead of the player it was intended for. The winner is whoever has the highest score out of the following: Beater Attacking: strength + rough housing + broom + dice roll + role-play Beater Deflecting: reflexes + hand-eye + broom + dice roll + role-play Person Ducking: reflexes + sight + broom + dice roll + role-play Person Deflecting (with stolen bat): same as Beater deflecting but with a -5 Person getting in the way of the Bludger: reflexes + stamina + broom + dice roll + role-play 12. Fouling 12.a. Legal Fouls The normal fouls in a game of Quidditch are: Blagging – (All Players) – The seizing of another player's broom tail to slow him down Blatching – (All Players) – Deliberately attempting to collide with an opponent Blurting – (All Players) – Locking broom handles with the intention of forcing the opponent to go off course Bumphing – (Beaters) – Hitting the Bludger(s) towards the spectators, causing chaos and forcing the match to be paused Cobbing – (All Players) – Use of elbows against opponent Flacking – (Keeper) – Attempting to block goals by sticking "any part of the anatomy" through the goal hoop Haversacking – (Chasers) – Hand still on Quaffle when it goes through the goal hoop Quaffle-Pocking– (Chasers) – Tampering with the Quaffle Snitchnip – (All except Seeker) – Any player other than the seeker touching the Golden Snitch Stooging – (Chasers) – More than one chaser in the scoring area 12.b. You may commit any of the above fouls against any player, at any point in the game. If your foul is successful it cancels out the move that the person you fouled was trying to do. Some examples: A Keeper may attempt to flack during stopping a Quaffle (it wouldn’t be recommended but they could, but if this foul is successful then the goal would be saved) A Chaser may try to haversack Any player may try to cob another one. Etc. 12.c. The success of these fouls are decided by a dice roll: 1 - Foul not spotted 2 -3 - Foul called against person committing the foul. Penalty. 4 - 5 – Ref is conned, foul called against person fouled. Penalty against the team that was fouled. 6 – Serious damage caused by the foul. The person fouled loses 1 health point. 12.d. In the case of a penalty being called, a coin is tossed to decide whether the penalty went in or not. Heads for a goal, Tails for a save. 13. Illegal Fouls 13.a. There are many illegal fouls in the game of Quidditch which can range from transfiguring the opposing team’s Seeker into a polecat, or enchanted an axe to repeatedly attack the opposing team’s Keeper. Of course, anyone may try any of these illegal fouls and try to get away with it. However, with some illegal fouls (such as transfiguring a player) you can end up losing role-play points for any other move you were trying because of god-moding unless done carefully. All fouls that include the use of magic and wands are classed as illegal fouls. The success of these illegal fouls are decided by yet another dice roll: 1 - Foul not spotted 2 -3 - Foul called against person committing the foul. Team of the player committing the foul loses 10 house points and 5 points from the game. 4 - 5 – Ref is conned, foul called against person fouled. Team of the player fouled loses 10 house points and 5 points from the game. 6 – Serious damage caused by the foul, person fouled loses 1 health point. 13.b. If a 6 is rolled, the health points lost by that player is multiplied by the points above 2 the fouler has in their rough housing stats. For example, if Mojo fouls Toto, and a 6 is rolled, and Mojo has 5 points in rough housing. Toto will lose 3 health points, therefore losing one stamina point. 13.c. You may not attempt to Avada Kedavra a player. 14. Role-Play Scores All role-plays shall be judged in the following manner for a total of 15 points. 14.a. Description – 5 points 14.b. Spelling and Grammar – 4 points 14.c. Readability – 3 points 14.d. Entertainment – 2 points 14.e. Consciseness – 1 point 15. Other 15.a. You may only attempt to foul ONCE a round. 15.b. You must put at the bottom of your post in brackets a summary of ALL the moves you are trying to do e.g. ((Shoot Quaffle)) or [Block Shot] etc. 15.c. If you ever have a complaint about how your RP was scored you may bring it up with the referee through owls. However, unless it would seriously affect the outcome of the game the scores will not be redone, but, they will be taken into account for further rounds. E.g. a dispute in spelling, etc. 15.d. It is important for all Houses to keep their housemates under control and not to encourage acts of hooliganism. For example, the excessive pranking of the opposing team’s members may result in loss of house points, a penalty called in the opposing team’s favour, or in the most extreme cases, a temporary Quidditch ban meaning future games result in a forfeit. ===================================================== This infomation above is taken from that Harry Potter site that I joined and these are their rules. Now this site is mainly about role-playing, cause as Im sure you all noticed that they give points for it - which I still don't understand why. As far as the broom story is concerned, theres like stores where you "buy" them on this site and each broom have different stats, which of coarse gives a player an advantage. I don't know if this will help the whole beater problem that we have but I just thought Id put this here for discussion |
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| Same Old Shearer | Jan 27 2008, 12:04 AM Post #45 |
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Manager
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That system is so completely different to ours that I don't think it's relevant. Interesting to read tho
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