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Author Topic: Duelling Rules  (Read 235 times)

* The Narrator

    (03/17/2019 at 12:12)
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Duelling Rules
Index

» Posting
          » General Rules

          » Wording of Actions

          » Order of Actions

» Absences

» Spells
          » General Rules

          » Class Spells

          » Silent Spells
         
          » Specialised Spells

          »Multiple Casting

          » Casting with a Different Wand

          » Allies

» Other Actions
          » Potions

          » Physical Actions, Dodges, & Auto-Dodge

» Instant Effect

» Indirect Effect

» Ending a Duel

» Ethical Guidelines


Please see Duelling Profiles, Stats, & Bonuses Explained for information on how to sign up and set up your duelling profile, information on duelling stats, and available duelling bonuses.


credit to Etoile Alystair for the original rules.
credit to Adrianne Malarky & Katrina Ithil for original revisions.
updated & revised by Ella Galanis, February 2019.
« Last Edit: 04/12/2019 at 17:38 by Ella Galanis »

* The Narrator

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Posting
General Rules

The period for 1 round is 24 hours. You must post within this timeframe or your action will be voided. The next round begins after the referee has posted their update.

If you post outside the round time, you will receive a penalty of -3 Resistance for that round. If you have auto-dodge, it will not be rolled for that round. A post made outside the round time does not count towards the 3 consecutive missed rounds that result in a forfeit (see Absences). The post will still be counted for grading.

If you post a one-liner, you will receive a penalty of -1 to each stat for the round with the one-liner post.

You have 1 action per round. However, some spells, physical actions, and potions may grant an ‘act twice’ modifier. Each action with an ‘act twice’ modifier gives you a bonus action in the next round. You are allowed a maximum of 4 actions per round.

All actions, their target(s), and any requested effects must be bolded. Failure to bold your action or to specify your target may result in your post being voided.

You must never assume that your action has succeeded. The referee decides that by rolling the dice. If you assume that your action has succeeded, your action will be voided. Please see below for how to word your actions.

NO OOC notes! If you have a question, PM a duelling counsellor. The exception to this rule is for translations of creative use C/S or Transfiguration spells.

You may not edit your post after you have posted. All edited posts will be voided with no exceptions, so check your post carefully before you post it. If you post twice in one round, the second post will be voided, even if the first post does not contain an action. Please note that if you post with the wrong account, you must not edit the post to switch to the correct account. Doing so will void your post. If you post from the wrong account, you may PM your referee within 10 minutes of posting in your duel to request that your post not be voided. If you fail to PM your referee within 10 minutes of posting, your post will be voided.


Wording of Actions

The following ways of writing an action are considered acceptable in duelling:
- Vega attempted to/tried to cast, "Expelliarmus!" at Jeremiah.
- Vega said/shouted/etc. "Expelliarmus!" at Jeremiah.
- Vega pointed her wand at/aimed at Jeremiah. "Expelliarmus!"
- Vega attempted to/tried to throw a rock at Jeremiah [requested effects].
- Vega attempted to/tried to drink her Laugh-Inducing potion.
- Vega attempted to/tried to throw her Laugh-Inducing potion at Jeremiah.
- Vega attempted to/tried to hide behind a tree [dodge].

The following ways of writing an action are not acceptable in duelling, and your action will be voided:
- Vega cast, "Expelliarmus!" at Jeremiah.
- Vega cast, "Expelliarmus!" at Jeremiah, hoping it would hit.
- Vega threw a rock at Jeremiah [requested effects].
- Vega threw a rock at Jeremiah, hoping it would hit [requested effects].
- Vega drank her Laugh-Inducing potion.
- Vega threw her Laugh-Inducing potion at Jeremiah.
- Vega hid behind a tree [dodge].


If you do not make it clear that your character said the spell out loud, it will be considered a ‘silent cast’ and your spell will be rolled as such. Please see here for more information on silent casting.

The following ways of casting a spell are considered ‘vocal’. The modifiers for a silent cast will not be applied:
- If the spell is contained in speech marks.
- Vega said/shouted/etc. Expelliarmus at Jeremiah. (No speech marks required.)
- Vega attempted to cast Expelliarmus out loud at Jeremiah. (No speech marks required.)

The following ways of casting a spell are considered silent. The modifiers for a silent cast will be applied:
- Vega attempted to silently cast Expelliarmus at Jeremiah.
- Vega attempted to cast Expelliarmus at Jeremiah.

Please note that spells listed as having no incantation are never considered silent casts unless the duellist specifies that the spell is a silent cast.

Order of Actions

Posting first in a round does not necessarily mean that your action happens first. The order of actions is determined by two factors: the time of the post and the Velocity of each duellist.

If all duellists have the same number of Velocity points, the actions occur in the order that they were posted.

If a duellist with a higher number of Velocity points posts first, their action still occurs first.

If a duellist with a lower number of Velocity points posts first, their opponent has a certain number of hours (1 hour per extra Velocity point) within which they can post and their action can occur first.

e.g. Jeremiah posts first, he has a Velocity of 2. Vega has a Velocity of 4. Since 4 - 2 = 2, Vega has 2 hours from Jeremiah’s posting time to post and have her action occur first.

Actions that occur before your own may sometimes affect your ability to complete your action in the current round. These types of actions are known as ‘Instant Effect’ and are labelled as such in the rules. All disarm actions (spells and physical actions) are Instant Effect, as are some spells such as Obliviate, which prevent spell-casting. In these cases, if the disarm/spell is successful and your post comes after the disarm/spell, all your attempts to cast spells will be unsuccessful. Please see here for more information on Instant Effect.

For RP purposes, please note that that most actions in one round occur very rapidly, with no more than a few seconds between them.
« Last Edit: 03/21/2019 at 00:17 by Calypso Ross »

* The Narrator

    (03/17/2019 at 12:25)
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Absences
General Rules

Planned absences: If you know that you will be absent for some of your duel, you must notify your referee of the duration of your absence in advance of the rounds you will miss. A prolonged absence or an absence with an undetermined period might result in you forfeiting the duel.

Unplanned absences: If you plan to post in a round, but are then unable to do so, you must notify your referee that you are missing the round before it ends. You must notify them after the round has begun and at least 1 hour before it ends. If you end up missing multiple rounds, you must notify your referee each time you miss a round.

For each round that you do not post in without notifying your referee in advance, you will receive a penalty of -3 Resistance for that round. If you do not post during three consecutive rounds without notifying your referee in advance that you will be absent, you will lose the duel by forfeit.

* The Narrator

    (03/17/2019 at 12:46)
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Spells
General Rules

Spells either have preset effects or ‘creative use’ effects. Preset effect spells have listed effects that remain the same every time the spell is cast. Creative Use spells have no set effects; the caster may choose their effects, as long as they fall within the rules for Creative Use spells.

You cannot cast spells without a wand. If you are disarmed, you must successfully use a physical action to rearm before you can cast again. If you have been granted permission to use wandless magic, you must also request permission to use it during duelling. Failure to do so will result in your actions being voided.

Please see the Duelling Rolling Guide for how spells and spell damage are rolled.

You may use the following spell categories in duelling:
Charms. Please see here for the full Charms rules, including rules for/examples of Creative Use spells and the list of preset Charms spells.
Conjuring/Summoning (C/S). Please see here for the full C/S rules, including rules for/examples of Creative Use spells and the list of preset C/S spells.
Transfiguration. Please see here for the full Transfiguration rules, including rules for/examples of Creative Use spells and the list of preset Transfiguration spells.


Each category’s spells are divided into the following classifications:
Simple. These will not subtract anything from your Ability.
Advanced. These will subtract 2 points from your Ability, and add 1 point to your Power.
Difficult. These will subtract 4 points from your Ability, and add 2 points to your Power.

Class Spells

In addition to spells listed in the categories above, your character may use any other spell taught in a class that they actively posted in, provided that the professor has given permission for the spell to be used in duelling. Please see here for the complete set of rules regarding use of class spells, the Class Spells Tracker, and the form for submitting class spell requests.

Silent Spells

Your character may choose to cast any duelling spell silently. When casting a silent spell, you should make it clear that your character is trying to cast the spell silently, and you must still include the name of the attempted spell, e.g. ‘Vega attempted to silently cast Expelliarmus at Jeremiah’.

Silent casting a spell has the following effects:
  • -4 Ability to your character for the silent spell only.
  • +2 Velocity to your character for the silent spell only.
  • -2 Agility to your target for the silent spell only, if it is cast successfully.
  • -2 Resistance to your target for the silent spell only, if it is cast successfully.
  • The spell’s listed effects (or your requested effects for creative use spells).
Bear in mind that if you rearm yourself and cast a silent spell within the same post/round, the silent spell will come first (i.e. before you rearm yourself) and will thus be voided, as you will have no wand to cast with.

Specialised Spells

Your character can choose to specialise in up to 3 different spells, which you must list in your duelling profile when signing up. You cannot change your specialised spell(s) during the summer, but may do so at the beginning of each summer. You do not have to specialise in any spell.

Specialised spells have the following effects:
  • +2 Ability to your character for the specialised spell only.
  • +2 Power to your character for the specialised spell only.
  • -2 Agility to your target, if they have auto-dodge. This applies to the specialised spell only, if it is cast successfully.
  • -1 Vitality (-10% health) to your character’s initial duelling profile per specialised spell.
Multiple Casting

Attempting to cast the same spell more than twice in one post will reduce the Ability of your character. Their Ability will be reduced by half the amount of their original Ability for each attempt past the second attempt and is cumulative for the round.

e.g. Vega has four actions in the round. Her Ability is 6.

Action 1: Vega attempts an Incendio. (Current Ability = 6.)
Action 2: Vega attempts an Incendio. (Current Ability = 6.)
Action 3: Vega attempts an Incendio. (Current Ability = 6. ½ of original Ability (6) = 3. 6 - 3 = 3. Vega’s Ability for Action 3 is now 3.)
Action 4: Vega attempts an Incendio. (Current Ability = 3. ½ of original Ability (6) = 3. 3 - 3 = 0. Vega’s Ability for Action 4 is now 0.)

If the original Ability is equal to an odd number, this number will be rounded down, e.g. Vega’s Ability is 5. 5/2 = 2.5. Her Ability will be reduced by 2 points for each attempted spell past the second attempt.

Casting with a Different Wand

You may attempt to take an opponent’s wand from them or to pick an opponent’s wand up if they have already been disarmed. If this action is successful, you may attempt to cast with their wand. Taking/picking up another’s wand and attempting to cast with it requires 2 actions (1 action =  taking/picking up the wand; 1 action = attempting to cast).

Casting Accio on an opponent’s wand or directly taking it from them will automatically arm you with their wand. Casting Expelliarmus, throwing an object, or any other disarm action that does not involve directly taking their wand from them will not automatically arm you with their wand. You will need to use another action to pick the wand.

Attempting to cast with an opponent’s wand will have the following effects:
  • -2 Ability to the caster for all spells cast with the wand, OR
  • -4 Ability to the caster for all spells cast with the wand at its original owner.

Allies

The Charms spells Avis and Serpensortia, and the C/S spell Occurromorsus all create an Ally for you. Avis will create 1 bird, Serpensortia will create 1 snake, Occurromorsus will create 1 swarm of insects. You may create a maximum of 2 Allies at a time.

Allies start with 5% health and remain in the duel until their health hits 0%, at which point they immediately vanish. The stats of the Allies (Velocity, Resistance, Strength) are taken from the duellist’s initial profile and cannot be modified.

Duellists cannot gain any beneficial effects from attacking Allies e.g. ‘act twice’, ‘-2 Resistance to Ally’, or ‘+2 Ability to duellist’. They can only attempt to cause damage to the Ally until it hits 0% health and vanishes, or attempt to disarm it if it is holding a wand for its owner.

Each Ally is permitted 1 physical action per round in addition to your character’s available actions. This physical action can be simple or advanced. You must state your requested effects for each Ally’s action, e.g. ‘Jeremiah’s snake ally attempted to bite Vega [damage].’ Allies are able to modify duellists’ stats, to cause damage, to give health, and to disarm/rearm. They are unable to give their owners or themselves the ability to act twice, and they cannot cast spells, even if holding a wand.

Allies are unaffected by spells that are listed as affecting all opponents:
Charms: Germineo, Kamiflage, Sonorus.
Transfiguration: Commutati scintillosus clarus (only if cast on the floor/an object), Commutati Gustatus Trolli, Commutati Gustatus Cadveri, Commutati sonum acutus.
« Last Edit: 03/19/2019 at 20:51 by Calypso Ross »

* The Narrator

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Other Actions
Potions

Please see here for the complete rules regarding potions in duelling.

Physical Actions, Dodges, & Auto-Dodge

Please see here for the complete rules regarding all physical actions, including dodges and auto-dodge.

* The Narrator

    (03/17/2019 at 12:55)
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Instant Effect
General Rules

The effects of some spells and potions are labelled as ‘Instant Effect’. This means that as soon as the action has been performed, its effects begin. All Instant Effect modifiers will be taken into account for the remainder of the rolls in the round, and will also apply to the following round.

e.g. Relashio gives damage to the target and -3 Resistance (Instant Effect). If the spell is successful, the -3 Resistance comes into effect immediately following the spell. For any following attacks aimed at the target in that round, the -3 Resistance is applied. It remains in place for the duration of the next round.

You may not request an ‘Instant Effect’ modifier for creative use spells, for creative use or original potions, or for any physical actions. The exception to this rule is when requesting a disarm/rearm or a dodge; these actions are automatically rolled as Instant Effect, so you do not need to request this effect.

* The Narrator

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Indirect Effect
General Rules

Most spells and potions are direct. This means that they are directed at a specific target and can be dodged (either via auto-dodge or a dodge action). The effects of some spells and potions are labelled as ‘Indirect’. These spells are not directed at a specific target but at their environment instead. These attacks, if successful, cannot be dodged (either via auto-dodge or a dodge action). They can be particularly useful against duellists with auto-dodge.

e.g. Deprimo is an indirect spell causing a hole under something. If successfully cast at the ground beneath a duellist’s feet, it will cause damage, -2 Ability to the target, and -2 Agility to the target. If the spell is successful, the target cannot dodge it and will receive all effects.

Indirect spells should not be cast at the target, but at the environment around the target e.g. ‘Vega attempted to cast, “Deprimo!” at the ground beneath Jeremiah’s feet.’

* The Narrator

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Ending a Duel
General Rules

For every successful attack that a duellist receives, they will lose health. Duellists are knocked out of the duel (and can no longer continue to post) in the following situations:
  • they reach 0% health.
  • they lose 30% health because of a single opponent in one round.
If multiple duellists are still left standing at the end of the duel, the duellist with the most life will be declared the winner(s).

All duels will run for at least 3 rounds, unless all duellists have forfeited.
« Last Edit: 04/05/2019 at 15:18 by Calypso Ross »

* The Narrator

    (03/17/2019 at 13:01)
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Ethical Guidelines
General Rules

You must follow site rules and rating at all times in duelling, as well as the duelling rules. If you’re unsure about whether a particular action/requested effects will be allowed, feel free to ask any referee -- they’ll be happy to help!

Harassment of any kind towards the referees or your fellow duellists will not be tolerated and may result in your character being banned from participating in duelling. If you feel harassed by a referee or another duellist, please PM Ella Galanis immediately so that the situation can be resolved.

Respect the referees’ decisions, especially if they’re reducing effects for creative use actions or voiding actions. The duel's assigned referee holds the authority for that duel. Do not ask other referees for opinions on how a duel has been rolled. If you believe that a referee’s decision is unfair or that they have made a mistake, please PM Ella Galanis. In cases where a mistake strongly affects the results of a round or a decision is deemed to be unfair, the results for that round may be corrected. Please note that this is up to the discretion of the referees, not the duellists.

If you have any concerns, questions, concerns, suggestions, or other comments at any time, you should PM Ella Galanis.
« Last Edit: 04/08/2019 at 15:38 by Calypso Ross »

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