Well its time to explain how Dueling and Qudditich work in this role play.

Dueling


Well here's how it goes; there are a few rules that you should understand.
1. No god-moding in duels if I see it you will lose the duel and house points too
2. Your only allowed skills that fits your year.
3. Keep in mind if you duel outside the dueling chamber you could be found by a teacher.

Now that we are all clear, here's the system.
If you attack with a spell:
Roll a 12-sided dice.
1-4 means you missed them.
5 means that the other person can decided if you hit them or not. (Cr a z y L a d y's note: Isn't that a bit... awkward? It already says that 1-4 is a miss...
Airaka: Me agree! *puts the battle system down as one of the things she wanst to redo)
(Pureaura: Yup does need some work alot but I guess I,ll work on it.)
6-12 means it's a hit and the other person has to act according to the hit.

Hit points: Well it seems that duels really have no idea of telling whos the winner. Here's how it goes. You get 20 hit points and if you lose them all you lose.
Here's an example
"Harry cast Incedio on Ron.
Ron gets burned and runs around before putting out the flame 20/19"
Just post 20/how many hit points you have left.
Oh yes spells with lasting effects will take off 1 hitpoint per turn until it's mended or fixed.

Got it easy right? Well if you need help with this just PM one of the mods or the owner to use there characters to help you out with dueling. Then post in the dueling chamber.



QUIDDITCH

Snitch catching:
Must roll a twenty (maybe even a hundred) sided dice. The number that you must get is : 2. If you get two, then you get the snitch.

Chaser Passing:
If the person you are passing to not being blocked, then its a free pass. If the person you are passing to is blocked then you, and the blocker roll a six sided dice( or higher, your choice). The person that gets the highest gets the ball, or passes it.

Scoring:
Keeper rolls twelve sided die, chaser rolls ten sided die. Highest one wins(or scores/saves).

Bludger:
The person throwing the bludger rolls a five sided die.
1: miss
2: minor injury
3: not so minor injury, but not all that bad either
4: miss
5: majorish injury.
For roleplayness, if you get a majorish injury, then you can decided if you fall to the ground, or keep playing in pain.

.... Ok, if you have any questions, you can PM either me (cat_lover14) Airaka, (Quiddtich/events Mod) or Pureaura (Systems/battles Mod)