First possession of the Quaffle determined randomly.<br/><strong>Team Captain</strong>in possession chooses which Chaser attempts to score first.<br/>At the beginning of each round, bludger targets are announced (1 per team).<br/><br/><strong>Chaser</strong>has to spend 1 full round getting in position, then rolls Agility/Thrown vs the Keeper's agi+ath roll/2.  The Chaser without the Quaffle may take a bludger for his or her teammate, if necessary.<br/><br/><strong>Beaters</strong>choose "Attack", "Defend", or "Hold"<br/>If "Attack," then the bludger target on his team must dodge the bludger without help, but the Beater may then direct the Bludger at any player on the field by rolling Athletics/Bludgeoning-3.  That number becomes the DC for dodging the bludger (explained later).<br/>If "Defend," then the random bludger on the Beater's team is deflected, and the Beater may then direct the Bludger at any player on the field by rolling Athletics/Bludgeoning-6.  That number becomes the DC for dodging the bludger (explained later).<br/>If "Hold," then the Beater automatically deflects the targeted Bludger.  If both Beaters choose Hold, nothing happens and they are skipped.<br/><br/><strong>Seekers</strong>begin looking for the Snitch immediately.  The DC begins at 21 and goes down by 3 every time a goal is scored.  Once the seeker "sees" the snitch, he may begin chasing it.  Agi+fly determines racing speed.  The Snitch has an Agi of 4 at Hogwarts.  The first player to outrace the snitch three times gets a chance to catch it by succeeding on an agi+acr roll DC 12.  If the roll fails the seeker must "start over" with the awareness roll no longer necessary.  Once a seeker spends one round chasing the Snitch, the opposing seeker gets a +3 to his roll to see it.<br/><br/><strong>Dodging bludgers</strong>requires a Reflexes/Dodge roll of 6 (unless targeted by a Beater).  If a bludger hits you, you automatically fail whatever roll you were going to attempt and must make an agi+balance roll to stay on your broom (DC 9).  If you fail you fall.  If you fail to dodge by more than 5 then the DC increases by 3.  Dodging a bludger by less than 5 still grants a -1D penalty on your next roll.  Getting hit with a bludger causes three damage.<br/><br/><br/>Wizard duels (fights)<br/>See Magic Combat<br/><br/>Casting a spell<br/>Every spell has a base DC (see list below) between 3 and 15.  Some spells can be more difficult based on circumstances.  Casting "Accio broom", for example, on a broom 5 feet away would be a DC 9.  When Harry cast "Accio Broom" on a broom not even within eyesight, the difficulty would likely have been a 12