The Stat System

How dice rolls utilizing stats would work- is with a d20, as rolled by Tatsu on Discord. So if you have a 9 in Accuracy(or other stats), and the d20 roll is a 5, then it's in the following format: [d20:5]+9=14.

A DC- Difficulty class. There is a IDC- which is a Intellect Difficulty Class- the lowest is normally 8. Intellect and Strength are the only two that'll use a DC.

A Critical Fail/Miss- is a 1 on a d20

A Miss- Ranges from a 2 to when the DC starts

A Hit- Ranges from when the DC starts to 19.

A Critical Success/Hit- A 20 on a d20. (in the future with higher years this might not be as applicable.)

An Impared Hit (Impared)- When one person's roll is the same number as the opponent's roll- like for example Accuracy is 15 and Evasion is 15. The victim takes half damage.

Effect- Something that affects you for a round or more.

Action- The reason as to why the dice would be rolled- such as a spell, throwing, kicking, detonating, etc.

Accuracy- This is a statblock that provides a statistical benefit to rolls- especially in Quidditch and Duelling. It would determine the accuracy that (for example) your spell- Rictusempra- hit or misses- or perhaps even had a half/half strike on the victim, grazing them. It also applies in Quidditch for if the bludger would hit you- or if you even managed to catch the quaffle. In Campaign Stories, if you decide to do any spells- or targeting or aiming of a sort- it requires accuracy. You could throw a rock or a stick and it counts.

Evasion- Evasion, or sometimes called dodge, is when you try to counter someone's Accuracy. This is used \*a lot\* if truth be told- with Creaothceann, Quidditch, and Duelling. It is also used for Campaign Stories. If you had a crit success with evasion, you'll dodge the spell for sure. If you had a half/half- you'd only take half the damage- and effects from said event would be non-applicable. If you failed the roll- you would get hurt in some way or be embedded with a undesired effect. If you had a critical fail- you would get double damage or the damage+double max effect.

Wisdom- Wisdom does two things; set a IDC of which you have to meet in order for a specific action (typically duelling)- or else you automatically don't cast the spell. And two- it can be used in an attempt to manipulate someone- or to (and I am stating it here- in case you're considering it) cast the dark mark. This is a WDC of 25. If a Wisdom roll fails- then your spell fizzles and doesn't work- on a crit fail though it backfires, doing damage or giving the effect to you. However, if it is a critical success- then the effect of the spell increases in how it appears, not in damaging. More like watching a beautiful firework!

Arcane Power- Arcane applies to damage as given by magic. It is only used for duelling. When calculating damage with this- would be (and I'm gonna use an example base number: 50// and for exmple you have a 3 in magic.) 500 + 100 x AP = 500+(100x3)= 500+300= 800. You'd do 800 damage.

Stamina- This is the only stat point that has a requirement of at least 1 point in it. It tests your endurance- think of it as your hitpoints in D&D-- or you ability to withstand certain factors. How we calculate how much you have- is by- 100 x Sta. For example, let's say you have 5 in Stamina. Your stamina would be 100 x 5 = 500. Now making you fairly balanced- so you'd be able to withstand several strikes.

Strength- The ability to physically maneuver or compete against someone or something is Strength. It relies on your body, rather than the wand. An example of utilizing strength would be punching a tree. Giving a tree a SDC (Strength Difficulty Class)- of 25. And giving the puncher (for example) his strength modifer- which is a 10. He would need to beat it just to successfully punch the tree- and do damage. The damage modifer of strength varies but it would generally look something very similar to this. 200+100xStr = 200+(100x10) = 200+1000=1200. Fairly simple.

Dice rolls are simple- the stat system is simple. The following is a chart as to a max number you can put per year in your stat blocks- along with a minimum of zero as always- with the permanent exception of Stamina requiring at least one stat point as the bare minimum. Each of the six stat blocks are critical in every way when it comes to- Duelling, Quidditch, or Campaign Stories (as well as other modded opportunity.)!

Another thing to mention, when staff rolls for you being caught breaking an IC rule- they're not using your stat block nor are they using theirs. They're rolling a d4 (3,4), d6 (4,5,6), d8 (5,6,7,8), d10 (6-10), d12 (7-12), d20 (11-20), or most preferably- a d100. (51-100). In case you haven't noticed- if the roll is half or more of the die- (that sounds weird I know)- you are caught. If it's below half- then you are not caught.

**Written By:** NoahJupe12

**Changes Made**: user on \*insert date\* (changes made) | user on \*insertdate\* (changes made)