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Term 41: Sept - December 2015 Term Forty-One: Operation RHS (Sept 2087 - June 2088)

 
 
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Old 10-17-2015, 02:11 AM
Tazenhani Tazenhani is offline
 
Default Club Q & A



Howdy everyone!

So upon opening the first duels, I got a lot of questions that I had overlooked. Instead of answering them multiple times individually, I thought it would be best to make a Q & A thread. So, here it is! Shiny and new!

How to use it is really simple. If you have a question, ANY question, about the club please post it here. It can be about duels, spells, assignments, challenges, practice, tournament or even the stands. Any question please forward it here :3

I'll check this as regularly as I can and will update this post (for easy reference) with the question and answers. I will also edit your posts (with the questions) with the answers. And I'll VM you when I have answered your question.

Thanks all for being so amazing and for being so patient with me

-------------------------------------


Question & Answer Summary

Quote:
Originally Posted by Tournament Names
  • Q: Are the names of the duels/tournaments (i.e. Jinx, Hex, Curse and Unforgivable) the only spells that can be cast within that duel? So, in a Jinx duel, can the dueler's only cast Jinx's, and so on?
    • A: Golly gosh no! Any and all spells from the Spell List can be used in ANY duel. You can use as many or as little of each as you would like. The names 'Jinx', 'Hex', 'Curse' and 'Unforgivable' were just ways of naming the four different tournaments that are taking place (divided by grade level). The Roster has a further breakdown on this.
Quote:
Originally Posted by Starting Duels
  • Q: How should the duel be started? And who casts first?
    • A: So sorry I neglected this one while putting up the first duel! >.O Duels should be started by each party bowing. I remembered (belatedly) that I/Sabel was supposed to choose who casts first. We will instill that rule on the next set of duels - for those of you who haven't started yet, please have the first mentioned dueler (in the title of the thread) make the first post. It is up to them if they want to cast right away, or otherwise. Bowing and casting the first spell CAN be done in the same post, but it doesn't have to. So, for starting duels, do so naturally? Do the bow, if you want to have a bit of banter back and forth, go for it. If you want to just dive in, go for that too.
Quote:
Originally Posted by Point Tracker
  • Q: How should our points tracking look?
    • A: So sorry I didn't give you guys an example! This is probably the best template to go off of.... (and NO you do not have to format it pretty. That's a lot of work I won't ask you to do. Just something legible )
      SPOILER!!: Points Tracker

      Spells Cast: (list all spells your dueler casted here and include directionality - i.e. whether it was at the caster or an inanimate target)
      • Name of Spell: Description
        • Caster Points:
          • H: Pts
          • M: Pts
          • F: Pts
        • Opponent Points:
          • H: Pts
          • M: Pts
          • F: Pts
        • Additional Effects: Insert here
        • Directionality: Insert here

      Affected by Spells: (here you only have to list the spells that were cast AT your dueler/in opposition to your dueler, and if they were AVOIDED or if they hit (loss of whatever points are applicable, and any additional effects))

      Physical Movements: (only list if used any physical movements, and the cost of them)

      Depleted 'x' Magic/Fatigue/Health points: (list all points depleted please from both opposition and defense; if using more than one spell/physical maneuver please have these as separate numbers and then add them up to totals)

      Your Dueler's Current Points: (these should be AFTER the depleted points have been subtracted)
      Health Points: X
      Magic Points: X
      Fatigue Points: X
Quote:
Originally Posted by Non-verbals
  • Q:What are the rules of non-verbal spells? Do they cost more points than normal?
    • A:Non-verbal spells ARE allowed (and may be needed to get out of some binds). However because of the complexity of the spells, ONLY 5th years and higher may cast spells non-verbally and they will be at a standard magic cost of -25 on TOP of the points required to cast a spell.

      Ergo please INDICATE clearly what spells are non-verbal and what ones are verbal
Quote:
Originally Posted by Fatigue Points
  • Q:When do I use fatigue points? Is it ANY time I move my dueler?
    • A:Fatigue points only need to be used when you are physically attacking someone, or avoiding a spell. All other maneuverings around the hall do not need to be accounted for.
  • Q:What happens when Fatigue Points hit zero?
    • A:If you hit 0 Fatigue points, that simply means that you cannot physically attack or physically avoid/maneuver away from spells or other physical attacks. You CAN still move normally and naturally, so long as it's not offensive or defensive (see above question for further explanation)
  • Q:Can all spells be avoided by physical maneuvers?
    • A:All spells can be avoided by physical actions, unless stated otherwise in the spell. (Note: I'll be doing updates to spells and points and all that as we go, as I have the feeling we'll run into a few snags).
  • Q:What happens if your opponent casts a spell (that hits) that decreases fatigue points, and you have none left?
    • A:Realistically this scenario might knock someone out, or severely debilitate them, buuuut that would make the duel very short. The purpose of the Fatigue points is to give duelers some physical response to work with. So NO, once you hit 0 at your fatigue points, that's it. You can't do any physical offensive/defensive moves (strategic that are non-evasive or attack are fine), but there are no further negative effects, no negative values if your opponent casts a spell that decreases fatigue points. The fatigue points don't change. Zero is the bottom line. (Same with health and magic - zero is the bottom line, no negatives).
Quote:
Originally Posted by Specific Spells
  • Q: What happens if someone successfully disarms (i.e. uses Expelliarmus on) their opponent? How do they get their wand back? Or does that end the duel?
    • A: Apparently I neglected to include this in the spell. I think it would be reasonable to say the following (which has been updated in the Spell Reference):

      SPOILER!!: Expelliarmus
      • Expelliarmus: Disarms the target (of whatever they are holding) and can be used to knock-back a target if cast forcefully enough
        • Caster Points:
          • H: 0
          • M: -10
          • F: 0
        • Opponent Points:
          • H: -15
          • M: -15 (ONLY if spell disarms caster of wand)
          • F: 0
        • Additional Effects: If hit by the spell, victim MUST loose their grip on whatever they are holding. If it is their wand, -15 magic points applies. If their wand is disarmed, the victim can go after it without a cost of loosing fatigue points.

  • Q: What happens if you're stunned by Stupefy? Seeing as there's a differentiation between being knocked-out and stunned by the spell, how would you'd get yourself "unstunned" (seeing as it's the less intense outcome)? Or does the "stunning-version" of the spell just like throw you backwards/hurt/other effect?
    • A: I've taken some time to review this, and we are going to change this. After Blaise Bellaire was knocked-out with a stupefy spell, it has been banned from the club (those of you who have used it in the first duel, this doesn't apply until this rule goes up). Reason for this is that the Tournament Duels are supposed to help students practice dueling, and having a K/O isn't the best way to do this. Therefore, Stupefy will be a spell permitted only in practice sessions and Challenges, as per the new point system:

      SPOILER!!: Stupefy (NO longer permitted in tournaments)
      • Stupefy: Stuns and knock's-out target
        • Caster Points:
          • H: 0
          • M: -100
          • F: 0
        • Opponent Points:
          • H: -100%
          • M: -100%
          • F: -100%
        • Additional Effects: If hit, the victim will be rendered unconscious. For this reason, it is not permitted in the dueling arena. Only in practice duels and the Challenges.

  • Q: For spells that indicate 'target cannot cast a spell for the post in which the charm hits them', or similar, does this mean that for the whole post spells cannot be cast? What happens if a spell was cast before that limiting spell (with the afforementioned effect) hit?
    • A: Spells only take effect after hitting. How you organize the timeline of that in your post is up to you (please be realistic with this). If your character casts a spell, and then the limiting spell hits, that is perfectly okay. It just means that for the rest of the post you cannot cast another spell. If the spell hits at the beginning of the post, then no, you could not post another spell for that post in which it hit.
  • Q: Can Protego block/deflect more than one spell at a time?
    • A: Yes, it can, however it will cost additional points to do so. For however many spells you are deflecting/blocking you must multiply the cost of casting Protego by that amount. For instance, if you are blocking 2 spells, you must multiply the magic cost of Protego by 2. If it is 3, then multiply by 3, and so on. Think of it as having to double, or triple efforts to defend against multiple spells.
  • Q: When do I subtract points for deflecting spells with Protego? Do I do that if the deflect is successful, or when I cast?
    • A: Please subtract points AS you cast. If you intend to deflect, it should take EXTRA magic and effort to do so, so subtract the extra points at the time of casting. Do NOT wait to see whether or not the deflection is successful.
  • Q: Does Finite need to be cast for each spell in effect in order to cancel them? What about combined spells like Oppugo and Avis?
    • A: Finite MUST be cast on EACH spell to cancel them. The exception is spells that combine into ONE big spell: like Oppugo and Avis combine into attacking birds. ONE finite would be required to get rid of the attacking and the birds. If it was say, Rope and Ice, however, these are two separate spells that would need separate Finite's to cancel (or a Finite Incantatem )
  • Q: Do you have to loose points if you try to cast a spell and fail, or if you don't finish casting a spell?
    • A: Yes to both. If you cast a spell, or try, and it fails for your character (as in YOU RP it not working) point loss still occurs for the attempt to cast (think of the energy a wizard/witch has to expend trying to do magic)
  • Q: If you 'double-up' on a spell, as in redirect it or use it for two different things (i.e. blocking a spell and then attacking), does this cost only one set of points?
    • A: Any form of 'doubling up' on spells costs double the magic points (think double the effort to do).
Quote:
Originally Posted by Stands & Observers
  • Q: Are duelers allowed to post in the tournament stands even though they are participating in a duel?
    • A: Of course! Duels would be scheduled at different times (one after the other), so it is safe to say that timelines between your duel and the duels of others wouldn't overlap. You can even have your duelers in the stands/rejoining the stands if you like


Quote:
Originally Posted by Challenges & Spell Assignments
  • Q: Will the bonus points/spells learned from the challenges and assignments carry over into the next club/term/year if an RPer keeps the same character?
    • A: Yes, the bonus points/spells learned will transfer from year to year, providing the same character is kept. Your character wouldn't fall back just because it's a new year. As such, expect to see some more spells put under 'spell assignment' so they can be saved for upcoming club years
Quote:
Originally Posted by Dueling Partners
  • Q: What happens if my dueling partner isn't around, hasn't shown or doesn't have time to do the duel?
    • A: Scenarios such as these will be dealt with on a case-by-case basis. Please PM me, and try to reach out to your partner as well. If you can't get in touch with your partner, please PM me again (or for the first time). We will figure out what will work best. After all, I want this to be fun and stress free for you all
Old 10-17-2015, 02:20 PM   #2 (permalink)
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Sorry to bother you again what happened if our fatigue points is zero? because you only said that the duel is over when the health or magic points is zero.

Tazenhani: Good question! If you hit 0 Fatigue points, that simply means that you cannot physically attack or physically avoid/maneuver away from spells or other physical attacks. You CAN still move normally and naturally, so long as it's not offensive or defensive (see above for further explanation)
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Last edited by Tazenhani; 10-20-2015 at 03:58 AM.
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Old 10-17-2015, 09:42 PM   #3 (permalink)
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The bonus points we earn from challenges, do they carry over to new terms provided we keep the same charrie?

Tazenhani: Wow! I didn't even consider that. *ponders* I think it would make sense if they did. After all, your character isn't going to suddenly have to start from scratch again. Which...is going to mean more assignment spells - so expect to see a few more spells blocked out (so they can be saved for upcoming club years )
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Last edited by Tazenhani; 10-20-2015 at 03:59 AM.
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Old 10-18-2015, 05:53 AM   #4 (permalink)
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So... probably a silly/unnecessary question, but I thought I'd ask anyway.

I understand the part about if we run out, we simply can't do anything that REQUIRES them in order to be completed e.g. defensive move such at jumping or rolling, or a spell that requires fatigue points to be completed:

Engorgio: Causes target to swell in size
Caster Points:
H: +50
M: -25
F: -100%

So my question is..............


Does it matter if your opponent casts a spell at you that deducts fatigue points, even if you don't have any? *assumes not, but wants to check*


Tazenhani: Hmmm. Good question. Let's say, for simplicity sake, not. Realistically it might knock someone out, or severely debiliate them, buuuut that would make the duel very short. The purpose of the Fatigue points is to give duelers some physical response to work with. So no, once you hit 0 at your fatigue points, that's it. You can't do any physical offensive/defensive moves (strategic that are non-evasive or attack are fine), but there are no further negative effects. No negative values. Same with all your points. Zero is the bottom line
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Last edited by Tazenhani; 10-20-2015 at 04:06 AM.
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Old 10-19-2015, 06:15 PM   #5 (permalink)



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Oh. I have another question. Two actually. About certain spells:

1. What happens if someone successfully disarms (i.e. uses Expelliarmus on) their opponent? How do they get their wand back? Or does that end the duel?

2. What happens if you're stunned (!) by Stupefy? Seeing as there's a differentiation between being knocked-out and stunned by the spell I was wondering how you'd get yourself "unstunned" (seeing as it's the less intense outcome)? Or does the "stunning-version" of the spell just like throw you backwards or hurt you or something?

Thanks. <3

Tazenhani: Super awesome questions!

1) Thank you for pointing this out. Apparently I neglected to include this in the spell. I think it would be reasonable to say the following:
  • Expelliarmus: Disarms the target (of whatever they are holding) and can be used to knock-back a target if cast forcefully enough
    • Caster Points:
      • H: 0
      • M: -10
      • F: 0
    • Opponent Points:
      • H: -15
      • M: -15 (ONLY if spell disarms caster of wand)
      • F: 0
    • Additional Effects: If hit by the spell, victim MUST loose their grip on whatever they are holding. If it is their wand, -15 magic points applies. If their wand is disarmed, the victim can go after it without a cost of loosing fatigue points.

2) Another good question! I've taken some time to review this, and we are going to change this. After Blaise Bellaire was knocked-out with a stupefy spell, it has been banned from the club (those of you who have used it in the first duel, this doesn't apply until this rule goes up). Reason for this is that the Tournament Duels are supposed to help students practice dueling, and having a K/O isn't the best way to do this. Therefore, Stupefy will be a spell permitted only in practice sessions and Challenges, as per the new point system:

SPOILER!!: Stupefy (NO longer permitted in tournaments)
  • Stupefy: Stuns and knock's-out target
    • Caster Points:
      • H: 0
      • M: -100
      • F: 0
    • Opponent Points:
      • H: -100%
      • M: -100%
      • F: -100%
    • Additional Effects: If hit, the victim will be rendered unconscious. For this reason, it is not permitted in the dueling arena. Only in practice duels and the Challenges.


Thanks for the awesome questions!
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Last edited by Tazenhani; 10-20-2015 at 04:37 AM.
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Old 10-22-2015, 08:58 PM   #6 (permalink)
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Another important question that came up
  • Q: If you 'double-up' on a spell, as in redirect it or use it for two different things (i.e. blocking a spell and then attacking), does this cost only one set of points?
    • A: Any form of 'doubling up' on spells costs double the magic points (think double the effort to do).
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Old 10-24-2015, 08:10 PM   #7 (permalink)
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Ooh I just thought of a good question. If someone casts an offensive spell, that could also be cast on their self, do they have to deduct both the caster AND the opponent points, since they're the target and the caster? Hope that makes sense.
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Old 10-25-2015, 10:45 AM   #8 (permalink)
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Is there a limit to how many times a spell can be deflected/bounced back at the opponent? Would it weaken each time?
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