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Pitcher allowing stolen bases

PostPosted: Mon Jul 13, 2020 9:38 am
by bmonti9457
I am playing in a Rookie League against bot teams. I noticed that one of my pitchers has a high number of stolen bases allowed. Any suggestions on how I can reduce that amount? The same catcher works with the rest of the staff and they don't have a problem with stolen bases.

Thanks,

Re: Pitcher allowing stolen bases

PostPosted: Mon Jul 13, 2020 10:33 am
by J-Pav
I reckon the pitcher just has a high hold rating. Can’t do anything about that.

Here’s the short answer :lol: :

**It’s a face-to-face explanation, obviously in SOM Online HAL makes all the decisions for the managers.**

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.

Here’s the full explanation:

https://somonline.fandom.com/wiki/Strat ... Game_Rules