Saturday, August 18, 2018

Statis-Pro Baseball Simple Out Chart for 20-sided Die; Baserunning Options

Quick Start Page (to learn to play in 5 minutes click here)
Dice determine PB of 2-12, and Random Number of 11-88, and 20-sided die for this out chart. If 2 outs OR noone on base, ignore rolls of 1 thorugh 17.

1. Double play 6-4-3 (Other scenarios: ON if no one on first, then runners hold and batter
out at 1st. If bases loaded or first and second with no outs, DEFENSE can choose to throw
out lead FORCED runner at home or third base instead of double play with batter and other
runners safe.)
2. Double Play 5-4-3, OBR A batter beats throw to 1st (Other scenarios: Same as #1 above)
3. Double Play 4-6-3* OBR A batter beats throw to 1st (Other scenarios: Same as #1 above,
EXCEPT they do not have the option of throwing to 3rd for the out. ALSO, if man on
second base he advances to 3rd base.)
4.      Double Play 3-4-3*, OBR A or B batter beats throw to 1st (Other scenarios: Same as #3 above)
5.      Double Play 1-6-3 if odd random number or 2-6-3 if even, OBR A, B or C batter beats throw
(Other scenarios: If bases loaded, then out is recorded at home and then double play attempted
with OBR A, B or C batter safe).
6.      Lead FORCED runner out, third base to lead base. (Other scenarios: If UNFORCED runner
on 2nd or 3rd, roll one die again and OBR:A advances on 1-5, OBR:B on 1-4, OBR:C on 1-3,
OBR:D on 1-2, OBR:E on 1 and otherwise unforced runner just holds base)
7.      Lead FORCED runner out, others advance, 3rd base to lead base
(Other scenarios: same as #6)
8.      Lead FORCED runner out, others advance, 2nd base to lead base, UNFORCED
runners advance.
9.    Line out (to higher number 1-6 of two dice roll - 1=p, 2=c (foul out), 3=1b, 4=2b, 5=3b, 6=ss)
10.  Infield fly (position determined like in "9")
11.   Fly out to left field, runners hold (LN or LP is fly out to right field)
12.   Fly out to left field, runners hold
13.   Fly out to center field, OBR A on 2nd or 3rd advance
14.   Fly out to center field, runner OBR A or B on 2nd or 3rd advance
15.   Fly out to right field, runner on 2nd or 3rd advance
16.   Batter grounds out, runners advance (1b to P covering)
17.   Batter grounds out, runners advance (C if PB even number, or P if PB odd to 1st base)
18 or 19.   ROLL two 6-sided dice AGAIN and refer to green to see which fielder might
make an error. If the 20-sided die roll is equal to or lower than the E number by the fielder,
then a one-base error is made. On rolls from 11-20, subtract 10, and if the resultant number is
equal to or lower than the E rating on the fielder, then a 2-base error is made. Otherwise,
the play is an out to that player and the runners advance.

2 diceCheck for error      2 diceCheck for error
2 or 31b      82B
4P      9LF
5CF     10C
63b     11RF
7SS     12SS
(e.g. Aaron Judge is E2, roll of 3 or 13 NOT error, but a roll of "2" would be 1-base error and "12" a 2-base error))

20. If noone on base then a "20" on an out is a flyout to CF.
If anyone is on base when a 20 is rolled, then ignore the normal PB and RN on the batter or pitcher card, INSTEAD use those dice for the numbers below for what might be a BD (Clutch Batting), CD (Clutch Fielding) or Z (Unusual Plays):


2 - BD - Clutch Batting: Look up the Random Number of 11-88 on batters card for bases-clearing double, triple or home run or if not in range then ignore as a foul.
3 - BD - Clutch Batting (same as "2")
4 - BD - Clutch Batting (same as "2")

On a "20" roll where the PB would have been 2 through 4 use the 11-88 die results for BD numbers for batters (the bottom of most card sets). The result can be either a base-clearing double, triple or home run, while anything else is a foul. If no BD numbers appear, then use the
batters regular card, but change 1Bf, 1B7, 1B8 or 1B9 to a bases-clearing double, change all Doubles to Home Runs, and leave triples and homers on the card as the same result. Any other result on the batter's card that is NOT a hit is simply a foul and return to normal play.
On a "20" roll where the PB would have been 5 through 9 use the two 6-sided dice to pick a position below, and the 11 to 88 on the chart (e.g. if the two die were a one and a six to total 7, then refer to the Clutch Defense of the 1st baseman "7 (1&6) - 1b")
5 - CF 
6 (1 & 5) - LF
6 (2 & 4) - RF
6 (3 & 3) - P
7 (1 & 6) - 1B
7 (2 & 5) - 2B
7 (3 & 4) - 3B
8 (4 & 4) - C
8 (2 & 6 or 3 & 5) - SS
9 - CF

CD1 = no play madeCD Clutch DefenseChance for Great Play
Infielders resultCD2                   CD3CD4
Line out, lead runner doubled  11 to 21           11 to 4211 to 56
Grounder, lead runner thrown out22 to 32           43 to 5557 to 78
No action, return to normal play33 to 88           56 to 8881 to 88
Outfielders only


CD2           CD3CD4
Line out in gap, lead runner doubled off base11 to 21           11 to 4211 to 56
Line out, runners get back safely if OBR: A22 to 32           43 to 5557 to 78
No action, return to normal play33 to 88           56 to 8881 to 88
Catchers OnlyCD2                     CD3CD4
Diving catch of pop up, lead runner doubled off base11 to 32            11 to 5511 to 78
No Action33 to 88            56 to 8881 to 88


On a "20" roll where the PB would have been 10 through 12 refer to the Z Chart of unusual
plays below.

10 - Use Z Chart below (go first to left column below, but it sometimes requires roll for right columns)
11 - Use Z Chart below
12 - Use Z Chart below

Z Chart Results
11 - Catcher ejected
12 - Pitcher ejected
13 - Batter ejected
14 - Single, P, C & 1b ejected
15 - Batter ejected
16 - Pitcher ejected
17 - Walk for pitcher going to mouth
18 - Batter out for illegal bat
21 - Rain delay, both pitchers PB lowered by 2
22 - Rain delay, both pitchers PB lowered by 2
23 - Rain delay, both pitchers PB lowered by 2
24 - Rain delay, both pitchers PB lowered by 1
25 - Rain delay, both pitchers PB lowered by 1
26 - Rain delay, both pitchers PB lowered by 1
27 - Double, but if runner on 1st ruled out for batter passing
28 - Strikeout, wild pitch, batter safe at 1st as long as 1st base not occupied OR if 2 outs and all runners advance
31 - Apparent double erased, batter out for missing 1st base and gets credit for single
32 - If man on first, steals and SS ejected
33 - Runner out stealing second and batter ejected
34 - IF man on first, picked off 1-3-4-3 but a runner on 3b scores
35 - IF man on first, picked off 1-3-6, all others advance
36 - If man on 3rd, catcher picks off
37 - Strikeout, passed ball batter safe at first if unoccopied or 2 outs
38 - Single runners advance 2, but batter out rounding 1st
41 - Batter out for running into slow roller
42 - Only if runners on 1st and 2nd, grounder hits runner on 1st who is ruled out but batter gets hit (if runners not on 1st and 2nd, then ignore)
43 - Catcher interference, batter gets 1st
44 - Batter out on Fan interference
45 to 78 - Z chart fielding (new random number, look up Z-Chart FIELDING PLAYS below)

81 to 88 - Z chart INJURY (new random number, look up Z-Chart INJURY PLAYS below). Player misses rest of game.

Fielding Chart - these results are for a 2nd roll AFTER the initial roll is 45-78
11-14: If 1B is CD 3 or 4, double play 3-6-3 others advance. If CD 1 or 2, batter out all runners advance. (ignore if no one on 1st base)
15-18: If 2B is CD 3 or 4, double play 4-6-3 others advance. If CD 1 or 2, batter out all runners advance. (ignore if no one on 1st base)
21-24: If SS is CD 3 or 4, double play 6-4-3 others advance. If CD 1 or 2, batter out all runners advance. (ignore if no one on 1st base)
25-28: If 3B is CD 3 or 4, double play 5-4-3 others advance. If CD 1 or 2, batter out all runners advance. (ignore if no one on 1st base)
31-34: If P is CD 3 or 4, double play 3-6-3 others advance. If CD 1 or 2, batter out all runners advance. (ignore if no one on 1st base)
35-38: Difficult grounder, runners advance one base. E0 - E3 at 1B gets batter out, otherwise infield single.
41-44: Difficult grounder, runners advance one base. E0 - E3 at 2b gets batter out, otherwise infield single.
45-48: Difficult grounder, runners advance one base. E0 - E4 at SS gets batter out, otherwise infield single.
51-54: Difficult grounder, runners advance one base. E0 - E5 at 3b gets batter out, otherwise infield single.
55-63: Difficult fly ball in gap, E0 - E1 in LF makes catch for out and runners hold, otherwise double and all runners score.
64-74: Difficult fly ball in gap, E0 - E2 in CF makes catch for out and runners hold, otherwise double and all runners score.
75-83: Difficult fly ball in gap, E0 - E2 in RF makes catch for out and runners hold, otherwise double and all runners score.
84-87: Difficult foul pop, E0 - E2 at C makes catch for out and runners hold, otherwise foul.
88: TRIPLE PLAY. Line out to SS if men on 1st and 2nd, to 3B if 1st and 3rd, 2b if 2nd and 3rd, and P if bases loaded.


Injury Chart - these results are for a 2nd roll AFTER the initial roll is 81-88
(we simply play the player is out for the rest of the game)


Z-InjuryRN RangePlayer(s) hurtInjury play
1112CFoul
13141bFoul
15162bFoul
17183bFoul
2122SSFoul
2325LFDouble
2628CFInside Park Home Run
3133RFTriple
34BatterFoul
3536CFoul
37411b and RFDouble, runners score
42442b and CFDouble, runners score
4547SS and LFSingle, runners 2 bases
48BatterFoul
51533b and PFoul
5458LF and CFDouble, runners score
6165CF and RFDouble, runners score
66681bSingle, runners 1 base
71732bLine out 2b
74763bLine out 3b
7781SSLine out SS
8284CFoul
8588CFDouble, runners score

End of results charts for 20-sided dice


Options to bunt, steal or take an extra base on a hit before rolling for new batter

When trying to take an extra base on the chart above, the runner can only be out on a roll of 6. On rolls of 1-5 he just fails to take the extra base if his OBR or SP is not good enough.
However, if a 6 is rolled, then there is a close play and he will be either safe or out.
The 6-sided die is rolled one more time, and this time if the number is equal to or less than
the outfielders throwing arm (T5, T4, T3 or T2) then he is out. SP E or OBR E cannot try to steal or take extra base, respectively.

1 die
Extra Base on hit
Stealing base
Bunting
1
OBR A, B or C Xtra base        
SP AA, A, B or C steals     
Sacrifice, OBR: A batter safe for hit
2
OBR A or B Xtra base
SP AA, A or B steals
Sacrifice
3
OBR A Xtra base
SP AA or A steals
Sacrifice
4
Xtra base only if 2 outs
Only SP AA steals
Sacrifice
5
Hold base
Hold
Strikeout
6
If 6, roll again for throw
If roll equal or lower
than outfielders T5, T4,
T3, T2 arm out, otherwise safe
On 6, roll again for throw - TA=Out, 
TB 2-4 = Out, TC 1-2 
Out (otherwise steals)
Leader Runner out



Charts for Playing teams from different eras or level of play, as well as right-handed vs. left-handed

The advanced games show different results for batting and pitching against a left-handed or right-handed batter. However, when playing with basic cards or the cards you make by going to our link, then an adjustment for whether a pitcher is facing a right-handed or left-handed batter were always reflected in a chart summarized below. Basically, a if a batter gets to bat against a pitcher who throws the opposite (left-handed batter vs. right-handed batter or vice versa) then he gets a single on a Random Number of either 87 (with runners advancing two bases) or 88 (where they advance one base).

However, if a right-handed batter needs to face a right-handed pitcher then he is out on an 11 or 12, and a left-handed batter will have a much tougher time against a left-handed pitcher - where he is out on 11-15. A Switch hitter is never effected either way.

The additional adjustment we folded into the system is an adjustment for if a batter from a deadball era (e.g. Yaz in 1968) faces a pitcher from a live ball era (1930). In that case consult the average Runs/Game in one year. To take the most extreme case, if Yaz from 1968 were hitting against a 1930 pitcher, this would be a batter who slugged it out in a year in which 3.4 runs were being recorded per game playing in 1930 when 5.6 runs per game were being scored. The adjustment extends on the Right/Left adjustment and in this case Yaz and his teammates get doubles on 81-86. As you can see from the chart, that would result in the 1968 Red Sox adding about 2.37 runs per game over the course of the season to be on an even field with the 1930 teams.

In other years the adjustment is much less or none at all.

The other place you can use this chart is if one league is playing a league that is better (Japanese, Cuban or Mexican League against the Major Leagues) or to play college or minor leagues against each other. In most cases, you would simply need to estimate the difference between the two levels, but in other cases, you can check the math. For example, if you wanted to play an International League team, where teams average 4.15 runs per game, against a Pacific Coast team where they average 5.03, the difference of 0.88 on the chart below would result in all International League teams getting doubles on any roll or a random number of 85 or 86.



There is never an adjustment the other way - the batters in the league or year that scored MORE runs per game do not face any adjustments.


VariableRandom NumberNew ResultR/G Impact
LHP vs LN or LP Cht11-15K or Foul Out
RHP vs RN or RP Cht11-12K or Foul Out
LHP vs RN or RP Cht87-88Single
RHP vs LN or LP Cht87-88Single
Batters' Year 0.2 to 0.5 lower R/G     86Double0.35
Batters' Year 0.6 to 0.9 lower R/G85-86Double0.72
Batters' Year 1.0 to 1.3 lower R/G84-86Double1.1
Batters' Year 1.4 to 1.7 lower R/G83-86Double1.5
Batters' Year 1.8 to 2.1 lower R/G82-86Double1.92
Batters' Year 2.1+ lower R/G81-86Double2.37

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