![]() |
|
Guide to Quidditch Matches - Printable Version +- Knockturn Bound (https://knockturnbound.net) +-- Forum: Portkeys (https://knockturnbound.net/forumdisplay.php?fid=14) +--- Forum: Hogwarts (https://knockturnbound.net/forumdisplay.php?fid=15) +---- Forum: The Grounds (https://knockturnbound.net/forumdisplay.php?fid=92) +----- Forum: Quidditch Pitch (https://knockturnbound.net/forumdisplay.php?fid=290) +------ Forum: Quidditch Club (https://knockturnbound.net/forumdisplay.php?fid=291) +------ Thread: Guide to Quidditch Matches (/showthread.php?tid=1231) |
Guide to Quidditch Matches - Roisin Blackwood - 08-30-2026 Guide to Quidditch Matches
How Matches Work Each match runs in batched rounds. There are five rounds in each match. Every other day, the match will be updated with the results of the actions from the previous round. NPCs will be rolled for as well to keep things moving, and you may cajole other players and NPCs. What Do I Write? In each round, you react to what happened before your post. When you want to do something that affects the game, you need to attempt those actions. You may not always have an active action, and that's okay! That will not count against you. Chaser Attempt to score through the hoops. Pass the Quaffle to a teammate. Feint or fake out a defender to create an opening. Steal or intercept the Quaffle from an opposing Chaser. Dodge an incoming Bludger while holding possession. Reposition for a better angle when not currently near the play (default/standing action). Possession limit: A Chaser may hold the Quaffle for one round. On your next post with possession, you must either pass it to a teammate or attempt to score; holding and repositioning again is not a valid action once you've already had it a full round. If a post doesn't comply, the whistle blows for stalling and possession is awarded straight to the other team, no roll needed.
Beater Hit a Bludger toward a specific opposing player. Intercept or redirect a Bludger away from a teammate. Knock a Bludger off-course to disrupt an opposing Chaser's shot. Track and reposition relative to both Bludgers when neither is an immediate threat (default/standing action). Keeper Block or save a shot on goal. Anticipate and reposition to cover the most vulnerable hoop. Call out defensive positioning to teammates. Bait a Chaser into a predictable shot. Watch the pitch and track incoming threats when no shot is being attempted (default/standing action). Seeker Search the pitch and sky for the Snitch. Dive or chase after a spotted Snitch. Feint toward a false sighting to mislead the opposing Seeker. Obstruct or block the opposing Seeker's flight path. Dodge Bludgers and stray play while focused on the hunt (default/standing action). How Rolling Works & Bonus We are using a d20 to roll for success. 1-12 are success, and 13-20 are failures. You will receive a +1 RP bonus for each roll if your post meets the 4x4 (16 sentence minimum) requirement, increasing your odds for success. In this case, 1-13 will be success and 14-20 will be failure. Another player's roll does not have any bearing on your own. Additional Mechanics Hit/dodge rolls: A successful Beater hit isn't an automatic connection; the target gets their own follow-up roll (1–12, no bonus) to see if they dodge instead. Interception chains: If a Beater tries to redirect another Beater's incoming Bludger, the original hit is rolled first. If it succeeds, the intercepting Beater rolls to see if the redirect works. A successful redirect sends the Bludger to its new target for their own hit/dodge roll; a failed one means the Bludger continues to the original target instead. Splitting a roll among more than two contenders: When a contested outcome involves more than two players/NPCs, divide the d20 into that many equal ranges, in whatever order makes sense for the moment. If 20 doesn't divide evenly, the leftover numbers are unused and will be rerolled if you land on one. 2 contenders: 1–10 / 11–20 3 contenders: 1–6 / 7–12 / 13–18 (19–20 reroll) 4 contenders: 1–5 / 6–10 / 11–15 / 16–20 5 contenders: 1–4 / 5–8 / 9–12 / 13–16 / 17–20 6 contenders: 1–3 / 4–6 / 7–9 / 10–12 / 13–15 / 16–18 (19–20 reroll) NPC Action Bank To keep things moving, we will be rolling 1d10 to determine an NPC's action for the round, then resolve it with a normal d20 roll (1–12 success, no bonus) just like a player action. Feel free to use these for your own actions in the game if you aren't sure what to attempt! Chaser (Has Quaffle - 1d6) 1. Attempts to score through the hoops 2. Passes to a teammate 3. Feints to shake a defender 4. Protects the Quaffle while pushing toward goal 5. Calls out to a teammate, drawing a defender away 6. Dodges an incoming Bludger while holding possession Chaser (No Quaffle - 1d6) 1. Tries to steal/intercept the Quaffle from an opposing Chaser 2. Chases down a loose Quaffle in a scramble 3. Repositions to open a passing lane for a teammate 4. Screens/blocks an opposing Chaser to protect a teammate with the Quaffle 5. Calls for the Quaffle, demanding a pass 6. Bluffs a run to draw a defender out of position Beater (1d10) 1. Hits a Bludger at a Chaser 2. Hits a Bludger at the Seeker 3. Intercepts/redirects a Bludger from a teammate 4. Knocks a Bludger off-course 5. Shields a teammate from a Bludger 6. Tracks down a stray Bludger 7. Coordinates a hit with their partner 8. Feints a swing to bait a bad angle 9. Defends their Keeper 10. Takes a hit meant for a teammate Keeper (React to Attempted Hit: 1d4) 1. Blocks/saves the shot 2. Repositions at the last second to force a worse angle 3. Reads the pattern and shifts early to cut it off 4. Leaves a gap that isn't really there, baiting the shot where they want it Keeper (General Defense: 1d4) 1. Repositions to cover the most vulnerable hoop 2. Calls out defensive positioning to teammates 3. Signals a teammate to pull a defender away 4. Taunts/rattles an approaching Chaser Seeker (1d10) 1. Searches for the Snitch 2. Dives/chases a spotted Snitch 3. Feints a false sighting 4. Obstructs the opposing Seeker 5. Dodges stray play while hunting 6. Loses the lead and reorients 7. Reacts to the other Seeker's movement 8. Takes a defensive detour 9. Circles a specific area methodically 10. Briefly helps a teammate, then resumes (If #2 or #6 comes up but there's no Snitch lead currently established for that Seeker, then ref will reroll.) Winning To determine the winner of a match, we will be following the standard Quidditch scoring system:
|