Stolen Bases, can somebody explain the whole process?

Stolen Bases, can somebody explain the whole process?

Postby MrHacktastic » Thu Dec 22, 2011 9:16 am

Hi guys,

I am confused by the stolen base system. I am used to playing the board game and I didn't play the stolen bases accurately. I usually just use the stolen base chances and subtract the catchers arm.

I am now noticing the Hold rating on the pitchers as well. This is my first season but I'm very confused by the stolen base results for catchers. Some bad catchers are throwing out runners at a high rate and I can't throw anybody out with Gary Carter or Bob Boone.

I could really use some advice as to how to control the running game going forward so I can plan for it when I build my next club. Thanks.
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Postby Ninersphan » Thu Dec 22, 2011 9:52 am

Here's the rules straight from the rule book:

[quote:cf77f9af6d]23.0 SUPER ADVANCED SUPPLEMENTARY STEALING SYSTEM

For the ultimate in strategy and realism, we recommend the Supplementary Stealing System. In this system, each baserunner is rated for the frequency with which he runs (the ability to get a good lead) and his success rate. He will be working against both the catcher's throwing arm and the pitcher's ability to hold runners close to the base.

23.1 Ignore the baserunner's letter-grade stealing rating. Instead use the numeric rating found on the Advanced side of the batter's card, after the letter-grade rating. Here is a sample:

*8-10 / 11, 12 (19-14)

The numbers preceding the slash are the range (when the two colored dice are rolled) indicating when the runner will establish his good lead. The numbers immediately after the slash are the range indicating when the runner will be automatically out stealing. Better base stealers have no automatic outs; you will see a hyphen (-) instead of a number range.

23.11 Players who steal often have an asterisk (*) in front of their good-lead range. The asterisk indicates that if the defensive manager does not elect to hold the runner, the runner automatically achieves his good lead. If a runner does not have an asterisk, or if he has an asterisk but is held on base, he must roll the two colored dice to determine whether he achieves his good lead.

23.12 Most pitchers and some batters have no number rating for stealing. If these players attempt a steal, they begin with a success chance of 0. After all adjustments (for hold, etc.), their minimum success is 1.

Some pitchers have Supplementary Stealing ratings. These pitchers will be listed separately on the roster sheet.

23.13 The two numbers in parentheses indicate the runner's stealing success ratings (on a roll of the 20-sided die), the first when he has his good lead, the second when he does not.

23.2 If the runner attempts to achieve his good lead and succeeds, he must attempt to steal immediately. So you will want to calculate his success chance first.

Here is a typical sequence for determining whether to steal and how to do it:

23.3 STEALING SECOND BASE

A. Combine the catcher's arm (which will range from -4 to +5) and the pitcher's hold rating (which will range from -6 to +9). This sum may not exceed the range of -5 to +5.

Example: Catcher's arm is -1, pitcher's hold is -5. Instead of a combined -6, the adjustment is -5.

Adjust the runner's success ratings accordingly. Example: Instead of (19-14) above, this runner is now 14-9 after a -5 catcher/pitcher adjustment.

B. The defensive manager decides whether to hold the runner on base. If so, there is further adjustment: -2 from the first steal success rating and -4 from the second steal success rating.

Example: Instead of 14-9, this runner is now 12-5.

Note that the effect of holding the runner is applied after calculating the catcher/pitcher adjustment, so the total effect can exceed -5.

C. The offensive manager decides whether to attempt a steal. If so, then first check to determine if the runner achieves his good lead.

1. If the runner has an asterisk (*) rating and the runner is not being held on base, then the runner automatically has his good lead.

2. If the runner does not have an asterisk (*) or he has an asterisk and is being held on base, then roll the two colored dice and check the runner's number range(s). If the roll falls within the range of the first set of numbers, the runner achieves his good lead. If the roll falls within the range of the second set of numbers, the runner is automatically out stealing. If the roll does not fall within either range, the runner has failed to achieve his good lead.

D. If the runner rolls for his good lead and achieves it, he must steal immediately. If the runner fails to achieve a good lead, he has the option of stealing at any time, or of holding his base.

The baserunner may make only one attempt for a good lead while he occupies the same base, unless:

1. If a runner being held on base attempts and fails to achieve a good lead, he may try for the good lead once more if the defensive manager later decides to cease holding the runner on base.

2. If the defensive manager changes to a pitcher with a worse hold rating or a catcher with a worse arm, a runner who has previously attempted and failed to achieve a good lead may try for the good lead once more.

E. If a steal is attempted, use the runner's adjusted first success rating if he has his good lead, and his adjusted second success rating if he fails to achieve his good lead.

If the runner is not being held on base, his adjusted success rating may exceed 20, in which case he is automatically safe. If he is held on, then his success rate may not exceed 19. His success rate may not be lower than 1.

Roll the 20-sided die to determine whether the runner is safe or out.

23.31 On a successful steal with a dice roll of 1, 2, or 3, there is a possible throwing error by the catcher. Roll the 20-sided die again. Refer to the catcher's card for his "T" number(s). If the second roll is within the "T" range, the catcher has committed a throwing error, allowing all baserunners to advance one additional base. If the second roll was outside the catcher's "T" range, no error occurs.

If the defensive manager decides that the risk of the throwing error is greater than the value of attempting to throw the runner out, the catcher may elect to hold the ball rather than attempt the throw. This decision is made after the offensive manager has announced his intention to steal and before the 20-sided die in rolled to determine safe/out. If the catcher elects to hold the ball, the runner(s) safely steals the base and there is no possibility of a throwing error.

23.4 STEALING THIRD BASE

23.41 To steal third, the runner will be using his adjusted second steal-success rating. So if he is being held on base, deduct 4 from his rating as well as the catcher/pitcher effect. Example: The (19-14) stealer above held on base by a pitcher with a +1 hold and a catcher with a -2 arm, would have a success range of 9 (14 -4 +1 -2 = 9)

Ignore the runner's asterisk on attempted steals of third base and home. He must roll within the range of his good lead in order to attempt these steals. If he fails to achieve his good lead, he may not attempt to steal. If the roll falls within the range for his automatic outs, then he is out stealing.

Otherwise, follow the instructions above for stealing second base.

23.5 STEALING HOME

23.51 To steal home, the runner will be using his adjusted second steal-success rating. But there is no adjustment for the catcher/pitcher effect. Instead, deduct 9 from his second steal-success rating. And if he is being held on base, deduct an additional 4.

Example: The (19-14) stealer above will have a success range of 1-5 if stealing home while not being held, and a success range of 1 if being held.

Ignore the runner's asterisk on attempted steals of third base and home. He must roll within the range of his good lead in order to attempt these steals. If he fails to achieve his good lead, he may not attempt to steal. If the roll falls within the range for his automatic outs, then he is out stealing.

23.6 DOUBLE/TRIPLE STEALS

In double or triple steals, only the lead runner's ratings will be used. The defense may attempt to throw out the lead runner only. The trail runner(s) automatically advance one base.

23.7 FORCED STEALS ON THE HIT AND RUN

If the lead runner has not yet rolled for the good lead when a Hit and Run result requires the runner(s) to steal, then do so and proceed normally, making all necessary adjustments. If the runner has previously failed to achieve the good lead and the Hit and Run subsequently requires a steal, then proceed as you would for a runner who does not have a good lead.

If the lead baserunner is on second base and he fails (or has already failed) to obtain a good lead, he is automatically out trying to steal third base.

23.8 HOLDING RUNNERS ON BASE

23.81 A runner may be held on base when the infield is playing Back. Additionally in Super Advanced Play, any runner may be held when the infield is playing the Corners In.

23.82 Depending on the runner's base, he is held on by different fielders. Consult the RUNNER BEING HELD CHART on Page 15 to determine who has responsibility for holding the runner (the fielder covering the runner's current base and, if the potential steal is at second base, the infielder who would be taking the throw from the catcher).

(NOTE: Use the Runner Being Held Chart to determine the infielders responsible for holding runners, which supercedes the table titled, "Super Advanced Holding Runner Chart" on the Super Advanced Fielding Chart.)

23.83 When an infielder is responsible for holding a runner and a gb()X is hit to him, add 1 to that fielder's range rating. Example: With a runner held at first and a lefthanded hitter at the plate, a shortstop rated 2e20 becomes 3e20. The maximum range rating is 5.

23.84 Do not award a SINGLE** on a "gb()+" while runners are being held on base. Instead, when a gb()X to an infielder responsible for holding the runner results in a symbol followed by a "#", change that result to "SI2" (single, with all runners advancing two bases).

23.85 When a runner is held on first or second, subtract 1 from his running rating when that rating is needed to determine whether he can advance an extra base on another player's hit. If the baserunner is not being held, add 1 to his running rating.

23.9 DELAYED STEAL OF HOME

23.91 With runners at first and third base, the offensive manager may attempt a "delayed steal" of home (this may not be attempted if either runner has previously rolled for a good lead). Use this procedure:

A. Do not roll for the lead. Instead, calculate the safe range for the runner at first by using his second steal rating number in parentheses and plus/minus the catcher's arm (do not adjust for the pitcher's hold rating or for the fact that the runner is being held on base).

B. If the runner on first attempts to steal, the defensive manager chooses whether to have the catcher hold onto the ball (this permits the steal of second, but prevents the runner on third from attempting to score), or to throw to second in an attempt to throw out the runner.

C. If the defensive manager chooses to throw to second, the offensive manager has the option of having the runner on third attempt to steal home. Calculate the safe chance by subtracting 5 from his second steal rating number in parentheses (do not adjust for the pitcher's hold rating, the catcher's arm or the fact that he is held on base).

D. If the runner on third attempts to steal home, the defensive manager has the choice: Let the throw go through to try to get the runner attempting to steal second, or cut off the ball and throw home.

E. After all choices are made, roll the 20-sided die to determine the result.

F. With two outs, if the defense throws out the runner going to second base, the runner on third does not score.

[/quote:cf77f9af6d]


A little more simply, 3 things are combined with the runners steal rating number to give you the roll on a 20 sided die

1. Catchers arm, plus or Minus
2. Pitchers hold rate, plus or minus
these two combined scores max out at either -5 or +5
So even if your catcher is -4 and pitchers is -8, the max is till -5 before the next sum is added

3. -2 if the runner is being held, HAL holds all runners with an asterick, and possibly all runners higher than a certian number, but I'm not sure what the cut off is

that means the max held a runner can be is -7.

For example, lets say you have and *(19-13) base stealer on first with the aforementioned pitcher catcher combo. his adjusted steal number to steal second is 12, 19-5(pitcher/cather arm rating)-2(being held).

First two white dice are rolled, if the number rolled is within the range of the adjusted steal rating the runner gets his lead. In this case because the adjusted number is 12, the lead roll is unnecessary.
Once a good lead is determined the runner then has to go. a 20 sided die is rolled ( or a split card is drawn for the old timers) and if that number is equal or lower than the runners adjusted steal rate, in this case 12, he's safe. If it's higher he's out.

The rules change a bit for stealling 3rd and home, and depending and the handedness of the batter, different fielders are involved in the hold and can have their fielding check rolls adjusted when the runner is being held. that's explained in the rules I posted though.

Hope this helps
Ninersphan
 
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Postby Mean Dean » Thu Dec 22, 2011 3:37 pm

[quote:26cb28c9df]First two white dice are rolled, if the number rolled is within the range of the adjusted steal rating the runner gets his lead. In this case because the adjusted number is 12, the lead roll is unnecessary.[/quote:26cb28c9df]Not sure what you're trying to say here. If I'm restating what you already said, I apologize.

Let's say the stealer's rating is *2-5, 9/12 (19-13). Here's how it would go:[list:26cb28c9df][*:26cb28c9df]The * means that this player automatically gets the lead if not held. (I'm sure this particular player would always be held on 1st base, unless the game were a blowout.)

Let's assume he's held, and wants to try for the steal. He then rolls two six-sided dice along with a 20-sided.

[*:26cb28c9df]If the 20-sided came up a 1, it's possible pickoff. The 20-sided is rolled again. The runner must roll a 13 (his second number) or less, otherwise he is picked off.

If the 20-sided came up a 2, it's possible balk. The 20-sided is rolled again. If that comes up less than or equal to the pitcher's balk rating, the balk occurs.

[*:26cb28c9df]Let's assume that neither of those happened, and so we can proceed to looking at the two six-siders.

If this runner has rolled 2, 3, 4, 5, or 9, he has gotten the lead.
If he rolled 12, he is automatically caught stealing.
If he rolled something else, he didn't get the lead.

[*:26cb28c9df]If this runner has the lead, his chance to steal 2nd base will be 19, minus 2 for being held (but having the lead), plus or minus the combined catcher's arm and pitcher's hold (this last factor can't be more than +5 or less than -5).

If this runner doesn't have the lead but wants to try to steal 2nd anyway, his chance will be 13, minus 4 for being held (and not having the lead), plus or minus catcher's arm and pitcher's hold as previously described.

The chance can't be less than 1, and if the runner is held, it can't be more than 19.

[*:26cb28c9df]So now you roll a 20-sided.

If it's a 20, the (held) runner is out.

If it's 1, 2, or 3, he is safe, plus there is a possible throwing error. Roll the 20-sided AGAIN :D, and if that is less than or equal to the catcher's "T-rating", a throwing error occurs and the runner advances to 3rd.

If it's anything else, whether he's safe or not depends on the chance you calculated in the previous step.

[*:26cb28c9df]Stealing 3rd is calculated the same way as stealing 2nd without the lead. Unlike stealing 2nd, you [i:26cb28c9df]must[/i:26cb28c9df] get the lead to even attempt it.

[*:26cb28c9df]Stealing home is just a straight -9 off your second number (13, in this case). Catcher's arm/pitcher's hold don't factor in. On the off chance the runner is held on 3rd, that'd be an additional -4.
[/list:u:26cb28c9df]
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Postby Ninersphan » Thu Dec 22, 2011 3:56 pm

Yep dean's got it right, I screwed up the lead number roll in my description. :oops:
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