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The New Improved Dueling Club Idea
Topic Started: Dec 5 2007, 02:02:50 AM (340 Views)
Tristan Nightshade
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Kidnapped!

In my ever continuing quest to improve the greatest of the great HP RP sites, I have 'come across' an interesting method for dueling that I think is quite good and also enables people to have an actual log of spells they have learned. This may require some tweaking but I think it's a good base to start build on. Hear me out:

Now this may only apply for a specified 'duel' or it may apply to the general antics of students during their day to day activities, but we are brainstorming here. I'll use myself and my dear nemesis Julian as an example to illustrate how this works. Disclaimer to stop Julian whinging: Neither myself nor Julian have agreed that this example is binding in anyway and both are considered equally talented. LOL

Say for example I decided that Julian is indeed a psychotic wanker and needs to be punished. I can then choose to attack him using one of 4 broad types of spells:

1. Attack Spells
Example: 'Flipendo' - knocks the target backwards with a blast of wind
Attack spells cause damage to your opponent. Each attack spell is assigned a certain base number. Flipendo has a base number of -10. When used, your opponent will suffer -10 damage, unless they use a protective or healing spell in response to your attack. In which case, they will suffer little or no damage, depending on the power of the healing or protective spell.

2. Protective Spells
Example: 'Protego' - shields the wizard from most attacks
Protective spells protect you from your opponent's attack. Each protective spell is also assigned a certain base number; however these numbers are usually worth half the power of an attack spell. Protego has a base number of +5. When used in response to an attack of flipendo, this is what happens: -10 + 5 = 5 Hence, you suffer only half as much.

3. Disarming Spells
Example: 'Expelliarmus' - disarms the intended target
Disarming spells disarm your opponent, giving a tiny bit of damage. When you use a disarming spell, your opponent has no choice but to accept the result of the spell -they cannot block it with a protective spell. Yes, this is a power-play opportunity, woohoo! Each disarming spell is assigned two base numbers. Expelliarmus has a base number of +2/-2. When used, it will boost you ahead +2 points, and bring your opponent down -2 points. When used in response to an attack of flipendo, this is what happens: -10 +2/-2 = 8 for yourself and -2 for your opponent.

4. Healing Spells
Example: 'Ennervate' - used to revive a person who has been attacked
Healing spells revive your health and bring your negative score up by quite a bit. However, here's the catch: When you use a Healing Spell, you are saying 'time-out --I need help here!'. If you take a 'time-out', then you lose a turn in the duel -but you will bring up your health by leaps and bounds. So, it may be worth it to lose a turn. Ennervate has a base number of +12. When used in response to flipendo, this is what happens: -10 +12 = 2 (and you lose a turn).

How To Learn The Spells:
Every other month, a new lesson will appear on the Dueling Club forum. Each new lesson will contain about 4-12 new spells. In order to 'learn' these new spells, you must post a reply to the lesson -at least one reply for each character. Now I think on this fact, it seems more likely that this system is more suited to a set 'dueling club or tournament' as studnets often like to use random spells they've come across in their battles. But we can work the details out later.

You will need to start a Spell Record so the spells you have 'earned' are viewable and people can check what spells you actually know to plan their own attacks and ensure you are performing spells your character knows. Create this record on your profile and link to it from your signature so that we can have easy access to it. If you do not have a spell record, then you do not have the ability to use those spells in a duel. We need proof, man, PROOF!

Say the following spells were 'learnt' by studnets in a class or dueling club meeting etc.

ATTACK SPELLS
Flipendo -10
-knocks the target backwards with a blast of wind
Serpensortia -10
-creates a ready-to-attack serpent that will bite the target

HEALING SPELLS
Ennervate +12
-used to revive a person who has been attacked
Curatio Vulnus +12
-Heals small cuts and wounds

DISARMING SPELLS
Expelliarmus -2/+2
-disarms the intended target
Defluo -2/+2
-causes the target's wand or weapon to disappear and reappear in the spell-caster's hand

PROTECTIVE SPELLS
Protego +5
-shields the wizard from most attacks
Texi tectum +5
-makes one invisible to the attack and the attacker- it lasts only a a short time

Note each spell is designated a number, either a positive or negative. This essentially works out to be your health or status to determine the winner in the end. Each type of spell will have a minimum number eg. Attacking spells cannot go above -10 or such.

Things to Remember:
1. Whoever has the least damage by the end of the duel, wins! The winner gains 10 points for their house!!

2. You MUST make note of this -yourself- under your profile. Be sure to link your duel to your profile so that we can see the PROOF, man. Winning a duel increases the numbers on your spells used by 1 point, aming them more powerful since you've used them with success.

How To Duel

The Rules
1. Each dueler must take five turns, unless they cast a healing spell and lose a turn.

2. Each dueler must use an attack spell, a protective spell and a disarming spell at least once during the duel. If they leave any of these spells out, then the game is void. This ensures people aren't just using their powerful attack spells and so duels require more strategy.

3. The last person to post cannot use a Healing Spell! Why? The duel is over -and there are no more turns to lose. Therefore, the last person may only reply with a protective spell, attack spell or a disarming spell.

4. You cannot post more than five times. If you are attacked by your opponent, and you have already posted five times, then you simply take the damage -but you cannot respond with a spell, because the duel is over. (You may post a sixth post to update your status, but not to cast a spell.)

I'll now do an example between myself and Julian to demonstrate. To save time I will not actually RP the duel as it will take me forever to construct it, I'll just do the spells used and what this results in. I hope I make this understandable when doing it. Wish me luck.

Tristan used Flipendo (-10). The strength of the spell is listed after it is stated and at the end of each person's post they must update their status.

Since nothing has happened to me my status stays at 0.

Julian used Expelliarmus (+2/-2). This means Julian gains 2 to his status whilst I lose 2 to mine. Julian's status = -8

Tristan used Protego (+5) which stops me actually losing my wand and missing a turn (maybe). My status is now: -2 + 5 = +3. Note I've calculated all previous changes to my status, both Julian's expelliarmus on myself and my own Protego spell. At present I'm winning since my status is higher than Julian's.

Julian used Serpensortia (-10). This causes me to lose 10. Julian's status is unchanged but mine will alter.

Tristan used Expelliarmus (+2/-2). My status is now: +3 (from earlier) -10 (from Julian) and now +2 (from my expelliarmus) = -5

Julian used Protego (+5). Julian's status is now -8 (from before) -2 (from my spell) +5 (from his protego) = -5

Tristan uses Flipendo (-10). Tristan's status remains unchanged on -5.

Julian uses Ennervate (+12). Julian's status is now: -5 (from before) -10 (from Tristan's spell) +12 (from his ennervate) = -3 At present he is winning but misses his fifth and final turn becaase he healed himself. I can win if I use the right spell.

Tristan used Serpensortia (-10). Tristan's status is unchanged on -5.

Julian's final status would be -3 -10 = -13.

Therefore I would win the duel since my final status is higher.

So what does everyone think of this system, at least for a dueling competition of sorts? As a person grows stronger from winning / practicing they would move up in level and can only battle people equal or higher. This way newer duelers aren't disadvantaged. What say you?


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Ben Thomas
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I think it's a good idea, but I reckon it should only be used in the dueling club as roleplaying it outside of it cuts down our ideas a bit.
As for the Spell list Im not sure about that, But yeah a good idea Tris
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Tristan Nightshade
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Kidnapped!

With the spell lists it would just be a list that was elsewhere and linked in your signature which listed all the spells you had learned in the dueling club. You could only use spells learned in the club in those duels. If you didnt attend that class, you obviously dont know the spells to use in a duel.

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Ben Thomas
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I suppose that would make sense, but what about if you learnt spells elsewhere would they also go onto the list?
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Tristan Nightshade
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Kidnapped!

Well if the dueling system is only to be used within this dueling club then no, only spells learned from it could be used. Otherwise anybody can invent whatever spells they like to use in the dueling club.

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Adelaide Happens
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First Year

Super idea! Though it might be a bit hard to get at once... I'm not good at maths...
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James Black
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Third Year

yea that sounds like a good idea. though through time im sure it will be revamped and changed and tweaked. but sounds good to start. MY question is what about dark magic? sectumsepra, crucio and the sorts? and of the sorts. I know we wouldnt be able to pull them off now, but for future events? assuming mostly it would be just us slytherins that would use them
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Leslie Harp
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Third Year

I like it. Just wondered though, would it be possible to add spells that we learn in normal classes to the 'Spells List'? It might be easier to increase our usable spells that way, not to mention encouraging people to use what they've learned from the professors. :P
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Tristan Nightshade
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Kidnapped!

See thats what I don't know about. Since it is a confined sort of system, meaning it wouldnt be used in regular RPing between students, it seems unfair that people can just introduce spells from anywhere. Though I suppose if the effect was the same as others of its class then that wouldn't be so bad. However, it stems alot from the idea of having to attend the particular 'lesson' of dueling to learn the spells used. That way people have the same spells or are rewarded for RPing more.

I dont know. :) Would love some other Admins input here too.

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Hellius Surla
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If we see a man glorifying his race, gender, or creed, we can understand there is nothing about himself that deserves glorification.

It's a good idea for an actual dueling club where people can compete for house points, etc, but I think it would be best to keep it out of the contiguous roleplay.
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Tristan Nightshade
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Yeah thats what Ive been saying.

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Amelia Donovan
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Fourth Year

I love this idea!! It'll make things a lot more fair in duels... :D

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Dave McKelvey
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Seventh Year. Lori rocks! But srsly, Morgan is the best! I love Malynne! But not as much as I LOVE ANNA AND LORI. BUT MORGAN STILL PWNS THEM ALL, THE END. I love Meg she is so awesome and epic. Did I mention how silly Jess is?

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Say for example I decided that Julian is indeed a psychotic wanker...


I rofl'd.

Hmm... I personally am not a fan of DnD (Dungeons and Dragons), and this reminds me heavily of it. I hate bringing numbers into role play, and seeing as this isn't a war role play, I don't think this sort of thing is necessary; this is a role play, not a role playing game.

I think people just need to buckle down and lose a duel for once instead of their duels being the whole "attack" "shield/dodge" "counterattack". I personally avoid duels for this reason (when in character).

Plot with Dave here! Updated for Sixth Year!
Plot with my female Slytherin Jordanna here!
Plot with my Gryffindor Jack here!
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