Random dice rolls bring true life results

 

Strat baseball is based on real life statistics from the previous season. Frank Thomas is more likely to get a hit than Rey Ordonez and Sammy Sosa is more likely to homer than Johnny Damon.

 

The basis of having players accumulate real life statistics by playing singular games face to face is rolling dice. Cards are set up so that statistical likelihood governs results. Because those cards are setup with those probabilities in mind, the odds of any given event are governed by a dice roll. Over the course of the card set, the ‘good rolls’ are equally as likely to be in the 1,2, or 3 column, and equally likely that the ‘good results’ are going to be stationed on high or low numbers. Likewise, pitchers are likely to give up hits, etc. in a broad fashion. Unlike the old days, when nearly every pitcher’s homers were located at 4-4, today, a homer chance can go anywhere that’s statistically viable.

 

Unlike the six sided dice, where good things can happen from 1 to 6 and from 2 to 12, the 20 sided splits are 99% geared towards ‘low is good, high is bad.’ Back in the days of split cards, one my cards was dog eared, so when it was next, I knew it was a 4-steal on 1-6? No problem, if the dog eared card was next. Today it’s not so obvious, but players can count on low results being great, high results being bad. Have a 20 sided that’s intentionally doctored or poorly made (propitiously loaded), good things will happen.

 

From error range to ballpark homers to steal results to extrabase hit splits, every single result favors the lower result (I can only think of one scenario, remote in these days, that would bring better results with a high roll: if a the split is N-HR 1-X, X+1-20 2B is hit by a W hitter, the high result would be better).

 

Strat could easily help re-randomize the game by changing approximately half the splits to ‘high is good, low is bad.’ BP homers beg for randomization. Fielding charts would have to be reprinted, so we’ll leave that as is. But card splits would statistically remain the same if it were “si** 1-10, 2B** 11-20,” or at least half the splits were high-low.

 

The individual players and leagues then would only need a ‘one 20 sided per game’ rule to keep players from having special dice for their situation.

Please help our results remain random by mixing the split results. Low doesn’t always have to be good, unless we want Strat to become a glorified craps game instead of a statistical reality game.