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- Joined: Sun Jan 19, 2014 11:25 am
Remember when you looked on a card and saw automatic hits and outs? In my humble opinion it was better back then.
Some of the advancements were good, but some not so good. The addition of clutch hitting and ball park effects were good, weather effects seems superfluous. You need a university degree now to sort through all the defensive exceptions, and situations.
Many will say, hey man the closer it comes to the accuracy of actual baseball the better it is, plus you can ignore the super advanced rules and play the advanced rules if you like. This is true, unless you are playing with strangers over the internet and the super advanced rules are the standard mode of play.
I can put aside the extra time it takes to play the super advanced rules, looking through charts to see what the right defensive outcome is, and the 7 rolls you need to do with a twenty-sided die each time you steal, or hit an x on the pitcher's card, which turns what was a 10-15 min game into a 30 min game. But what irks me is the ugliness of the cards themselves.
They used to be things of beauty, If a player was the best hitter on his team he had a 1-5 to 1-10 card, if he was the 2nd best hitter he had a 2-5 to 2-10 card, and so on. the only twenty-sided dice roll you needed to make was for either a a chance on an automatic hit to see if it was going to be an extra base hit, a homer, or a single, or a chance on a non-automatic hit to see whether it was a hit or an out. The latter was shown usually only once or twice on a card.
Meaning, all the hits were automatic until you reached one chance hit and it was done (with an exception here or there)
Even when strat moved to the super advanced cards, the chance hits were few with only the empty triangle and the ball bark home runs being of the chance variety to be added.
But now you look at a card and the thing is an ugly mess. It is now common to see cards where a whole column is full of chance hits, Single 1-4 or ground out, double 1-2 or flyout, triple 1-6 or flyout, HR 1-14 or flyout, then the ball park home run chances, the whole thing became a bloody mess.
An educated guess for the reason for this is that calculations are much easier to make for the statisticians that create the chances. When the super advanced rules first began the chance hit were still reasonable. But for some reason the newer cards have changed from it. The reason is easy to see.
Let me explain how...
lets say you are a major legue player and in 600 ABs you achieved 40 doubles 10 triples and 30 hr's.
If I put myself in the statistician's chair I can reflect those numbers in two ways. One is hard, and the other is easy.
Put aside what you did vs. lefties and righties for the moment, and lets just use one side of the card.
without going into too much detail the hard way is this...
1-try to combine all the hits so that they are reflected properly on the card with as little need for roles of dice as possible. So make a double chance turn into a single, a triple chance into a double a hr chance into a triple etc. If there is anything left to reflect, then make it a chance hit/out.
This is difficult to do as you have to calculate both the higher hit with the lesser hit, and make sure there are enough hits in total to reflect your batting avg, as a whole. This is why you saw some extra base hits turn into singles rather than doubles or triples.
now the easy way...
2-separate the extra base hits from the singles, reflect the singles properly on the card, and then use other space to calculate the extra base hits. So now that is much simpler, show a home run and if it is a chance make it an out rather than a double or triple, show a double and if it as chance make it an out rather than a single and so on.
By separating the extra base hits from the singles, calculations become much simpler. But it sure makes a card ugly to look at and makes looking at a a 20-sided die a lot more frequent.
But what is the worse of all is the greater frequency of luck playing a part in your winning and losing.
Everytime you involve a dice roll in a hit chance you increase luck as being a part of the game.
For example,
Say you have a card with a 1-5, HR 1-5 or Double 6-20. Then you have a 2nd card that has 1-5, HR 1-5 or flyout, and 2-5, Double 1-15 or flyout. The chances are the same, but one is an automtic hit and the other two are not.
That means that in many cases, in the 2nd card you will either miss both or get both, which means you are a .000 or a 1.000 hitter depending on your luck, in other cases you will get one and miss the other which means you are a .500 hitter. with the first card you will always be a .500 hitter if you roll a 1-5, and a 2-5 in two roles.
Now you may say it evens out over time, and that is most likely but never always true. the first card will be more consistent and reflect better over time. You either get a hit or get an out. The 2nd card will add more variety and ups and downs. The first card you will always hit .500 with variation a bit up and down. The 2nd card your variations will be much wider because there are 2 chances involed rather tha 0 chances.
And that is not the only problem. Because an automatic hit is always better than two chance hits when the game is decided over it. Or you have runners in scoring position at a crucial time in the game. And that is both for the defence and the offence. The reason for this is because the chance hits are all extra base hits or outs. They will score you runs when runners are on base. Which means that games will be decided more often on chance hits rather than automatic hits.
To explain a bit further. The wider variation on outs or extra base hits will decide on how many runs you score. If you have an automatic hit 50% of the time you will score 50% of the time with runners in scoring position. With chance hits, you could score 75% of the time or 25% of the time depending on whether you get your hit chance when runners are in scoring position or when you have no runners on. You could still hit exactly the same on the 2nd card as the first card, but if those hits come more often with runners in scoring position than when the bases are empty, you could have twice the amount of rbi's when compared to the first card.
Since most games are decided on 5 runs or less, a lucky hitter with the 2nd card when runners are in scoring position could turn a team into a 90 game winner rather than a 80 game winner, and if you miss the chances with runners in scoring position you could be a 70 game winner instead of an 80 game winner.
Overall, the more chance hits that turn into outs you have on a card the more luck becomes involved in the game and less skill is involved. Strat is already a game of dice rolls and luck will always will be a part of it because of that, but why would you want to increase the luck involved when a little more hard work to combine hits together to make them automatic can reduce luck to a more acceptable level. And make the cards more beautiful to look at in the process.
Thats all and thanks for reading.
Scottbdoug.
Some of the advancements were good, but some not so good. The addition of clutch hitting and ball park effects were good, weather effects seems superfluous. You need a university degree now to sort through all the defensive exceptions, and situations.
Many will say, hey man the closer it comes to the accuracy of actual baseball the better it is, plus you can ignore the super advanced rules and play the advanced rules if you like. This is true, unless you are playing with strangers over the internet and the super advanced rules are the standard mode of play.
I can put aside the extra time it takes to play the super advanced rules, looking through charts to see what the right defensive outcome is, and the 7 rolls you need to do with a twenty-sided die each time you steal, or hit an x on the pitcher's card, which turns what was a 10-15 min game into a 30 min game. But what irks me is the ugliness of the cards themselves.
They used to be things of beauty, If a player was the best hitter on his team he had a 1-5 to 1-10 card, if he was the 2nd best hitter he had a 2-5 to 2-10 card, and so on. the only twenty-sided dice roll you needed to make was for either a a chance on an automatic hit to see if it was going to be an extra base hit, a homer, or a single, or a chance on a non-automatic hit to see whether it was a hit or an out. The latter was shown usually only once or twice on a card.
Meaning, all the hits were automatic until you reached one chance hit and it was done (with an exception here or there)
Even when strat moved to the super advanced cards, the chance hits were few with only the empty triangle and the ball bark home runs being of the chance variety to be added.
But now you look at a card and the thing is an ugly mess. It is now common to see cards where a whole column is full of chance hits, Single 1-4 or ground out, double 1-2 or flyout, triple 1-6 or flyout, HR 1-14 or flyout, then the ball park home run chances, the whole thing became a bloody mess.
An educated guess for the reason for this is that calculations are much easier to make for the statisticians that create the chances. When the super advanced rules first began the chance hit were still reasonable. But for some reason the newer cards have changed from it. The reason is easy to see.
Let me explain how...
lets say you are a major legue player and in 600 ABs you achieved 40 doubles 10 triples and 30 hr's.
If I put myself in the statistician's chair I can reflect those numbers in two ways. One is hard, and the other is easy.
Put aside what you did vs. lefties and righties for the moment, and lets just use one side of the card.
without going into too much detail the hard way is this...
1-try to combine all the hits so that they are reflected properly on the card with as little need for roles of dice as possible. So make a double chance turn into a single, a triple chance into a double a hr chance into a triple etc. If there is anything left to reflect, then make it a chance hit/out.
This is difficult to do as you have to calculate both the higher hit with the lesser hit, and make sure there are enough hits in total to reflect your batting avg, as a whole. This is why you saw some extra base hits turn into singles rather than doubles or triples.
now the easy way...
2-separate the extra base hits from the singles, reflect the singles properly on the card, and then use other space to calculate the extra base hits. So now that is much simpler, show a home run and if it is a chance make it an out rather than a double or triple, show a double and if it as chance make it an out rather than a single and so on.
By separating the extra base hits from the singles, calculations become much simpler. But it sure makes a card ugly to look at and makes looking at a a 20-sided die a lot more frequent.
But what is the worse of all is the greater frequency of luck playing a part in your winning and losing.
Everytime you involve a dice roll in a hit chance you increase luck as being a part of the game.
For example,
Say you have a card with a 1-5, HR 1-5 or Double 6-20. Then you have a 2nd card that has 1-5, HR 1-5 or flyout, and 2-5, Double 1-15 or flyout. The chances are the same, but one is an automtic hit and the other two are not.
That means that in many cases, in the 2nd card you will either miss both or get both, which means you are a .000 or a 1.000 hitter depending on your luck, in other cases you will get one and miss the other which means you are a .500 hitter. with the first card you will always be a .500 hitter if you roll a 1-5, and a 2-5 in two roles.
Now you may say it evens out over time, and that is most likely but never always true. the first card will be more consistent and reflect better over time. You either get a hit or get an out. The 2nd card will add more variety and ups and downs. The first card you will always hit .500 with variation a bit up and down. The 2nd card your variations will be much wider because there are 2 chances involed rather tha 0 chances.
And that is not the only problem. Because an automatic hit is always better than two chance hits when the game is decided over it. Or you have runners in scoring position at a crucial time in the game. And that is both for the defence and the offence. The reason for this is because the chance hits are all extra base hits or outs. They will score you runs when runners are on base. Which means that games will be decided more often on chance hits rather than automatic hits.
To explain a bit further. The wider variation on outs or extra base hits will decide on how many runs you score. If you have an automatic hit 50% of the time you will score 50% of the time with runners in scoring position. With chance hits, you could score 75% of the time or 25% of the time depending on whether you get your hit chance when runners are in scoring position or when you have no runners on. You could still hit exactly the same on the 2nd card as the first card, but if those hits come more often with runners in scoring position than when the bases are empty, you could have twice the amount of rbi's when compared to the first card.
Since most games are decided on 5 runs or less, a lucky hitter with the 2nd card when runners are in scoring position could turn a team into a 90 game winner rather than a 80 game winner, and if you miss the chances with runners in scoring position you could be a 70 game winner instead of an 80 game winner.
Overall, the more chance hits that turn into outs you have on a card the more luck becomes involved in the game and less skill is involved. Strat is already a game of dice rolls and luck will always will be a part of it because of that, but why would you want to increase the luck involved when a little more hard work to combine hits together to make them automatic can reduce luck to a more acceptable level. And make the cards more beautiful to look at in the process.
Thats all and thanks for reading.
Scottbdoug.