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Post by shereenlau on Nov 12, 2003 1:32:30 GMT -5
Thanks! But really, this I don't know how to know with,ok? And I don't understand,I am the one who let you guys know about the site I gave,ok? Bye-Bye! (hehheheheehe ) (I am done for here!)
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Post by Cho Chang on Nov 12, 2003 8:57:13 GMT -5
what? I dont understand what your talking about, Shereen.
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Post by shereenlau on Nov 12, 2003 22:16:19 GMT -5
Thanks! But really, this I don't know how to know with,ok? And I don't understand,I am the one who let you guys know about the site I gave,ok? Bye-Bye! (hehheheheehe ) (I am done for here!) I mean ,you guys please do this. I don't know how to do about time. And also ,I have no idea about TIME about everyone here they time are different!
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Post by Aurora on Nov 13, 2003 2:32:01 GMT -5
Well yesterday Shereen, Alan and I were on at the same time at 1 o'clock p.m. Australian time...Does that help?
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Post by shereenlau on Nov 13, 2003 6:07:28 GMT -5
Well yesterday Shereen, Alan and I were on at the same time at 1 o'clock p.m. Australian time...Does that help? Really? Alan is in UK and you are in Australia,I think that isn't quite correct you and Alan same tine. Now in Malaysia 13th November ,6:56pm. And UK is 13 November,10:59am .And Australia time is 13 November ,10:30pm.
Just see the differents?
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Post by Aurora on Nov 14, 2003 6:18:50 GMT -5
Well we were online from 10 to 11 at the same time and I think it's only different cause we live in different countries... I dunno, might be wrong... I'm only 12 you know!
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Post by shereenlau on Nov 14, 2003 8:30:55 GMT -5
I know! I am 12 too and younger than you!
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Post by Aurora on Nov 14, 2003 8:38:29 GMT -5
Really? When were you born?
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Post by Aurora on Nov 15, 2003 2:33:43 GMT -5
Well... Anyways I think we could maybe make the Quidditch Rules should be along the lines of this.... Note that I got it from another RPG site...
Basic Rules
1) Okay, first off, each player has stats. When they sign up for tryouts, they get a certain number of stat points to use.
2) The game is played on the Arena. The Arena is divided into zones. Each turn, based on speed, a player can move a certain number of zones. See Movement later.
The stats are:
Speed: No stat points may be added to this. The speed is given by the type of broom you have.
Handling: Max is 10 points. How well the player can fly
Pass: How far you can pass.
Shot: How much strength a shot with the Quaffle has.
Block: How well you can intercept a pass.
Catch: Used by keepers and Seekers only. Determines if you can stop a shot/ catch Snitch.
Hit: How well you can hit a bludger. Damage caused if you collide on purpose.
HP: Decreases when hit by a bludger or you collide. If it reaches zero you are out for the game. All players start out with 50.
Tech: This is not used in games. By practicing, players can fill this stat up. When they do, they can learn a technique to use during games. Maxes at 20 (might change, depending on Cho's decisions).
These stats must be posted above each players turn.
Gameplay Basics
1) The quaffle starts out in the hands of the chaser with the highest speed.
2) The Snitch is released and placed in any zone after the 10th turn by an admin.
3) Bludgers start out in the bludger zones, and do not move until they are hit.
4) The game stops when the Snitch is caught.
Movement: All players but keeper. Take the speed of a player and divide it by 10. This is the number of zones they can move in one turn. They must move to an adjacent zone to the one they are in, (No flying over zones.)
Keeper Movement: The Keeper says which hoop he is in front of. Every turn, the Keeper may change this.
Positions and How to Play Them
Beater: Each beater starts off in their teams End zone. If a beater is in the same zone as a bludger that has not been hit out of the zone before their turn, they may attempt to hit the bludger. Take the Hit stat of a Beater and subtract the speed of the bludger.
If Hit-Speed>0, the bludger flies at a person specified by the beater.
If Hit-Speed=0, the Bludger flies to a zone specified by the beater, but cannot hit anyone.
If Hit-Speed<0, the bludger stays where it is.
Chaser: Each chaser starts off in one of three Start zones. They may pass the ball, shoot, or carry the ball during a turn.
Passing (all players): Take the Pass ability and divide by 5. This is the number of zones the quaffle can be passed. You do not need to use the full amount. If the quaffle is not intercepted, it is caught by the player the ball was passed to.
Intercepting(all players but keeper): If the Quaffle passes through a zone in which a defending player is in, subtract that player's Block from the Pass of the passer.
If Pass-Block>0: The quaffle continues on its journey to the player to which it has been passed.
If Pass-Block is less than or equal to zero at any time, the quaffle is caught by the player who reduced the Pass to 0.
Example: Angelina passes the quaffle to Katie with a Pass of 10. Draco blocks the quaffle with a Block of 7. 10-7=3. The quaffle has 3 Pass left. While going through another zone, Ron blocks with a Block of 4. 3-4=-1, so Ron now has the quaffle.
Shooting: Similar to passing. The chaser with the Quaffle must be in the Scoring zone to shoot. The Chaser chooses a ring to shoot at. Compare the Shot with the keeper's Catch
If Shot-Catch.>0 a goal is scored.
If Shot-Catch is less than or equal to zero, the keeper now has the quaffle.
Keeper Penalties: Every time the Keeper is successful in catching the Quaffle, his or her Catch is reduced by 1 for the rest of the game.
(Scoring would be hard and annoying if I didn't include this.)
Every round the keeper may choose 1 hoop to guard. (Left, Middle, or Right.) When a Chaser shoots, he/she picks the hoop they wish to shoot at. -If the hoop they shoot at is the one the Keeper is guarding, no penalty. - If the Keeper is one hoop away from the hoop shot at, the Keeper suffers a Catch -3 penalty. - If the Keeper is 2 hoops away, they suffer a Catch -5 penalty
Seeker: After the Snitch is placed by an admin, the admin controls where it moves. A Seeker must be in the same zone as the snitch for three turns. After that, subtract the Seeker's Catch from the Snitch's Speed.
If Speed-Catch>0, the Snitch flies off.
If Speed-Catch is less than or equal to zero, the Snitch is caught.
If a Seeker had a Firebolt (Speed: 30) and Handleing of 10, the Snitch would have 60 Speed! Of course, techniques will be available, but here are some more rules:
For every round a Seeker is in the same zone as the Snitch (after the third), the can attempt a catch. So the Seeker's Catch is subtracted from the Snitch's Speed. In the senario here the Seeker has a 20 for Catch. So the Snitch has 40 Speed left. On the next turn, the Seeker attempts another catch, and now the Snitch has 20 Speed left. Its caught!
If the speed of the Snitch is reduced to 20 or below, it is caught.
Also note: The three turns a Seeker must be in the same zone with the Snitch need not be back-to-back.
Also, you cannot attempt a catch until the third turn a Seeker is in the same zone as the Snitch.
Colliding: If you are in the same zone as someone, you can attempt to collide. If your speed is greater than theirs, you collide. Divide your hit by 3 and subtract that amount from the other players HP. This will cause the other team to get a penalty shot though.
The Balls
Quaffle: No stats
Snitch: Speed is 10 more than the fastest Seeker's Speed.
Bludger: Speed is 0 at first. After it is hit, the Bludger's Speed is the outcome of the last attempt to hit the bludger.
Hit: A bludger's hit is the HP of the player with the least HP minus 20.
Unending Games: If both Seekers are knocked out: - The game continues until the 2 captains decide to end the game, or 50 rounds go by. The team with the most points wins, or if the scores are even, a tie is called. : The Seekers cannot and will not be able to catch the Snitch. - Same rule as above. : All chasers and seekers knocked out. - the team with the most points wins. :The match lasts over 50 rounds. - The team with the most points wins/ or a tie.
Here is the definition of a round.
At the beginning of the game, the chaser with the highest speed gets the quaffle, but does not necissarily go first. The player with the highest speed (after handling) goes first, then the 2nd highest, the third, etc. When all 14 players have gone, the round ends, and a new one begins. Admins will post this order before the match, so there is no confusion.
Definition of Handling.
A stat that every player has. This total is added to a players Speed stat whenever you need to use the Speed stat for anything.
Techniques: If someone wants to make up a technique, they first need to talk to me about it. And I will tell them what to do.
Role-Play Bonuses: During Quidditch matches, you should include some role-playing along with what moves you are using. Players who role-polay well will get not get bonuses, but won't have anything happen. An admin or myself can cause something bad to happen to a player who doesn't role-play well, (drop the quaffle, fly into the stands)
Practices: Teams may have up to 5 practices a week. These do not use the Quidditch Engine. They are strictly role-play. An admin or myself will award players stat points to add to their stats based on how well they role-played. Max stat gained per practice per person is 1.
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Post by Aurora on Nov 15, 2003 2:34:52 GMT -5
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Post by shereenlau on Nov 15, 2003 7:44:59 GMT -5
WOw! Although ,I read it 3 times I still don't understand very much! Really,I get a fever now! Faint down the floor! (This is real!)
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Post by Cho Chang on Nov 15, 2003 20:50:47 GMT -5
woah....lol...alright those are pretty complex rules. We will make those our...mmm..."guidelines" but maybe will have a litttle be simpler rules, if you know what i mean.
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Post by shereenlau on Nov 15, 2003 22:56:40 GMT -5
woah....lol...alright those are pretty complex rules. We will make those our...mmm..."guidelines" but maybe will have a litttle be simpler rules, if you know what i mean. Cho can you make some simple rules about Quidditch? I don't know what does Aurora says about. Thank you! (Sorry for being a brat)->(out of topic)
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Post by Cho Chang on Nov 16, 2003 23:37:06 GMT -5
hahah its alright, it took me awhile to understand them too. anyways, thanks so much for all that Aurora! it is much appreiciated.
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Post by shereenlau on Nov 19, 2003 2:36:19 GMT -5
I think we should do/make some simple rules about Quidditch.
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