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(TFT) football stuff



   fan/bettor/investor - When Players have no part in the Actions involved in
the game on the field but still have an intrest in the outcome I judge results
based on the importance of the game in question. In the case of Football, when
I have reasonably matched teams in normal games (pre-season may be the best
example, including statistically) I use the simplest randomizer of all and
just flip a coin (or a handful). Any of the other methods below can be used to
provide more detail when appropate, such as rolling out a full game for a
session in which the Players have no Figures directly involved in the game
itself but have a very large wager on the outcome.


   management/ownership - Players with Figures employed in this area have
vote/control over Downtime Actions for the team, like schedueling, trades,
hires/fires, rule changes, etc. The orginazations power-structure can be
manipulated to maxamise a specific goal, such as profits or athletic power of
a team.


   coaching staff - Figures that fill posistions in the coaching
power-structure are responsable for the checks required from their Job.
Coaching can be viewed as providing a modifier on the randomizer used to
determine the outcome. In the case of coins, a coach who has a winning
percentage of two thirds may require a result of only 1 correct call out of
three tosses to loose the game.
1d6 also can stand for a 50/50 result, 1-3 is heads and 4-6 is tails.
A modifier of +1 (1-4 heads, 5-6 tails(about 16%)) with heads equaling a win
represents a winning percentage of around 66%.
A 1d6 vs. 1d6 opposed check with two coaches holding winning percentages of
about 50% can be won by the Player with the highest roll under 4.
Loss vs. loss, or tied win results re-roll, with these results giving the GM a
basis for adding detail to the games description. A game that required 3 rolls
to determine (L(4)/L(6), L(6)/L(5), W(1)/L(5)) could be described as being
noteworthy in its sloppy play, many penalites, etc. or a 1 roll win of
W(3)/L(6) would be a compleate blow-out.

This article has some intresting stats from a few years ago that would be
quite useful in assigning appropiate roll modifiers.
http://findarticles.com/p/articles/mi_m1208/is_5_229/ai_n9480888/?tag=content
;col1

04 season

Should win but don't These coaches lost the most when they should have won.
Coach             Team       Record   Win pct.

Dave Wannstedt    Dolphins   0-2      .000
Jeff Fisher       Titans     2-7      .222
Dick Vermeil      Chiefs     3-7      .300
Dom Capers        Texans     1-2      .333
Dennis Erickson   49ers      1-2      .333
Joe Gibbs         Redskins   3-5      .375
John Fox          Panthers   3-5      .375
Lovie Smith       Bears      2-3      .400
Tom Coughlin      Giants     2-3      .400
Jim Haslett       Saints     2-3      .400
Bill Parcells     Cowboys    3-4      .429


Shouldn't win but do These coaches were the best at winning the games in which
oddsmakers cast them as

underdogs.
Coach                  Team       Record   Win pct.

Bill Cowher            Steelers   5-1      .833
Mike Sherman           Packers    4-2      .666
Dick Vermeil           Chiefs     4-2      .666
Marty Schottenheimer   Chargers   6-4      .600
Jack Del Rio           Jaguars    6-4      .600
John Fox               Panthers   4-4      .500
Mike Martz             Rams       3-3      .500
Dom Capers             Texans     6-7      .462
Jim Haslett            Saints     5-6      .455


Should win and do These coaches were the best at winning the games they were
supposed to win or games

listed as pushes.
Coach                  Team        Record   Win pct.

Bill Cowher            Steelers    10-0     1.000
Marty Schottenheimer   Chargers    6-0      1.000
Marvin Lewis           Bengals     4-0      1.000
Dennis Green           Cardinals   2-0      1.000
Jim Bates              Dolphins    1-0      1.000
Andy Reid              Eagles      13-1     .929
Jim Mora               Falcons     9-1      .900
Bill Belichick         Patriots    14-2     .875
Tony Dungy             Colts       12-2     .857
Herm Edwards           Jets        10-2     .833

hummmm... let's see...

Aug 13    vs. NEW YORK JETS
7:00PM
23 - 13
Aug 21    @ GREEN BAY PACKERS
7:00PM
14 - 19
Aug 27    @ CHICAGO BEARS
7:30PM
17 - 13
Sep 03    vs. MIAMI DOLPHINS
6:30PM
19 - 20

It's Aug 13, 2004 in New Orleans, LA. about 6:58 in the P.M.
So I've got Haslett throwing 1d6 @ 1-3=W/4-6=L for the Saints (Jim Haslett -
Saints, 5-6, .455 or ~50%)
I have Edwards throwing 1d6 @ 1-5=W/6=L for the Jets (Herm Edwards - Jets,
10-2, .833 or ~83% (a difference of one pip on a d6 is ~16.6%))


   Unit - A Unit consists of its group of Figures and the Orders it trains to
perform as Actions. When  players have Figures with Jobs in a Unit it can
often be prefable to allow players a quick check for their Figures individual
performance over groups of turns. The offensive line might check once per
quarter, with crit success/fail being played out as "big plays".



   Figure - In situations where not all Players have Jobs on the team, and I
need a breeze through, I use Job-rolls, with critical success/failure,
adding/subtracting heavaly on the Figures Stats.

The NFL computes passer rating like so.
Passer Rating = ((a + b + c + d) / 6) * 100
a = (((Completions / Attempts) * 100) - 30) * 0.05
b = ((Yards / Attempts) - 3) * 0.25
c = (TD's / Attempts) * 20
d = 2.375 - ((Interceptions / Attempts) * 25)
A perfect rating requires at least a 77.5% completion rate, at least 12.5
yards per attempt, a touchdown on at least 11.875% of attempts, and no
interceptions.

Throwing in TFT is -1DX per hex distance.
So at DX 10.6 Joe Average misses a target about 4 feet away by well over 40
feet over 50% of the time unless he has Thrown Weapons, in which case he hits
a target over 8 feet away about half the time.

13 or less occurs about 83% of the time on rolls of 3d6.

12.5 yards is about 9 hexes.

Assuming Throwing Weapons (+2) the mod for distance is -7.

20 - 7 = 13, a "hit" about 83% of the time at 9 hexes.

Of course, an offensive line fumble might be a huge negative modifier...

"The max the sin term can possibly be is 1, for a throw at a 45 degree angle,
as we might have suspected. Now you might notice that the range is
proportional to the square of the initial velocity. Throw twice as fast, the
ball goes four times as far. Plugging in the numbers, even at a 45 degree
angle you'd have to throw at about 30 m/s = 67 miles per hour to throw the 100
yard length of the field. Short passes are much easier, but they're thrown
fast anyway to make up for the fact that a 45 degree angle throw is usually a
suicidal move at short range. Lower angles and correspondingly higher speeds
are required."

67mph ~ 100fps
a football is about 1 pound
100 (fps) / 5.5 (foot pounds) ~ 18 ST



   action time - in situations where a specific play is important, turns can
be broken into shorter increments of time. This dosen't always have to be a
dramatic moment that's obvious, like a hail mary at the games end, but can
also be game moments when a Figure/coach feels that a given Figure on the
opposition is short on fST.




1d6 is about 16.6% per 'face' (100/6)

1d20 is 5% per 'face' (100/20)

1 on a d6 ~ 3 on a d20
2 on a d6 ~ 7 on a d20
3 on a d6 ~ 10 on a d20
4 on a d6 ~ 13 on a d20
5 on a d6 ~ 17 on a d20
6 on a 6d ~ 20 on a d20



2d6
2 on 2d6 is about half a face on a d20

3 on 2d6 is over 1.5 on a d20

4 on 2d6 ~ 3 on a d20

5 on 2d6 is about 5.5 on a d20

6 on 2d6 ~ 8 on a d20

7 on 2d6 is over 11.5 on a d20

8 on 2d6 is about 14.5 on a d20

9 on 2d6 is over 16.5 on a d20

10 on 2d6 ~ 18 on a d20

11 on 2d6 is about 19.5 on a d20

12 on 2d6 is about half a face on a d20



3d6
3 on 3d6 is about 0.5% or about a tenth of a face on a d20

4 on 3d6 is about 1.8% or about a third of a face on a d20

5 on 3d6 ~ 1 on a d20
6 on 3d6 ~ 2 on a d20
7 on 3d6 ~ 3 on a d20
8 on 3d6 ~ 5 on a d20

9 on 3d6 is about 7.5 on a d20

10 on 3d6 ~ 10 on a d20

11 on 3d6 is about 12.5 on a d20

12 on 3d6 ~ 15 on a d20
13 on 3d6 ~ 17 on a d20
14 on 3d6 ~ 18 on a d20
15 on 3d6 ~ 19 on a d20
16 on 3d6 ~ 20 on a d20

17 on 3d6 is about a third of a face on a d20

18 on 3d6 is about a tenth of a face on a d20



4d6
four 1's on 4d6 is about 0.08%

on 4d6 4 through 8 ~ 1 on a d20

9 on 4d6 ~ 2 on a d20
10 on 4d6 ~ 3 on a d20

11 on 4d6 is more than 4.5 on a d20

12 on 4d6 is over 6.5 on a d20

13 on 4d6 ~ 9 on a d20

14 on 4d6 ~ 11 on a d20 and is average for 4d6



5d6
five 1's on 5d6 is about a hundredth of a face on a d20

11 on 5d6 ~ 1 on a d20
12 on 5d6 ~ 2 on a d20
13 on 5d6 ~ 3 on a d20
14 on 5d6 is about 4.5 on a d20
15 on 5d6 ~ 6 on a d20
16 on 5d6 ~ 8 on a d20
17 on 5d6 ~ 10 on a d20
17.5 is average on 5d6
18 on 5d6 ~ 12 on a d20

30 is about a hundredth of a face on a d20


A Figure preforming a ST Action at max force (4d6 check) with max over-effort
of +35% force, or +7d6, rolls an 11d6 check against ST with 38.5 being the
average roll. With human ST 30 maximum, this is just under 225lbs force @ 5.5
lbs @ 1fps = 1 ST.
Bear in mind that this is refering to 30 ST of max over-effort force with no
Talent modifing at all.
The world record clean and jerk is around 600 lbs.
This would suggest that a Figures max lift with the Talent 'Weightlifting' is
around ST x3 for a successful clean and jerk check.
Ditto for a haymaker punch in Talent Boxing or Unarmed Combat I (? MMA??)

2d6 check is a 'half-speed' check. Actions only recieve half the Figures max
effort force, but no fST for Action at half-effort.

3d6 check is a 'full speed' check. Actions approach the Figures max effort if
successful and cost 1 fST.

4d6 check is a 'maximum effort' check. Actions are near or at the Figures max
effort if successful and cost at least 2 fST.

A Figure can exert over-effort at a rate of +5% per +1 die added to the check
to a maximum of 35% (at least for physical strength) and at a cost of 1 fST
per die up to 9 fST total for a 11d6 max over-effort check.

Average resperation rates are about 12 breaths per minuet with little or no
activity, or about 1 breath per 5 second turn.
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