There is a maximum 9 players on defense, and 9 players on offense. I will attempt to equalize “teams” between cycles, most likely changing up teams from phase to phase and giving as much alternation as I can. Early on, there will a lack of players to cover every defensive position as 9 people will not always be on defense after day 1, and any unfilled positions will be filled by NPC’s. NPC’s are baseline players with baseline stats.
-Once 4 players are on the defense, they will each select 2 positions.
-Once 3 players are on the defense, they will each select 3 positions.
-Once 2 players are on the defense, they will each select 4 positions.
-Once 1 player is on the defense, should that happen, they will take over 5 positions, rest their soul.
(This is to mitigate the amount of NPCs that need to be on the defense and maintain fairness)
If all available players on offense are on base when a new at-bat comes up, a non-player character (another character not used in the player pool) will “pinch-run”, aka substitute in to run the bases for the player farthest along the bases. The player that was removed from the base path then gets to attempt to hit again. The NPC does not benefit from scoring.
Some players may ultimately be towards the top of the lineup multiple days in a row as numbers dwindle. Priority will go to players that haven’t had an at-bat as recently as others. At least 1 player will always be left on defense, and NPC’s will fill in as needed.
Offense:
In a game of baseball, the offense is given 3 outs before their offensive turn is over. In this game, 1 round of offense occurs per team per day. Players are set into a batting order at top of day, and the host will do as much as he can in keeping this fair between days (i.e. if you were about to bat before the inning ended, you might be 1st to bat the next time you are on offense).
Not everyone on offense may get an at-bat each day. On the flip side, players
may get multiple at-bats in a day.
If 3 players get out on offense, the “inning” will end. If a player has more than one at-bat in an inning, their hitting selection will alternate to their unpicked option automatically.
Batters square off against the pitcher, and a d8 is rolled. If the result is +1 or +2 against the pitcher, it is a ball. (4 balls is a walk.) If the result is a tie or the pitcher rolls 1 higher than the batter, it is a foul ball, which counts as a strike but never a strike-out.
If the pitcher rolls 2 higher for three times or at least the 3rd strike in an at-bat, it is a strike out. If the batter rolls 3 higher, they move into the Hit phase. Clear as mud?
In the Hit phase, the batter will hit the ball to either the outfield (if using power) or the infield (if using contact), rolled randomly by position.
Host rolls:
If Contact, d6 for Infield:
1= Catcher
2= Pitcher
3= 1st Base
4= 2nd Base
5= Shortstop
6= 3rd Base
If Power, d3 for Outfield:
7= Left Field
8= Center Field
9= Right Field
Defense:
The defender rolls a d8 and adds their respective Infield or Outfield modifiers to field the ball (The pitching stat is not used in defense of a ball hit to that position. Infield is used instead)
The batter then rolls a d8; this roll (boosted by their contact or power stat) must
surpass the defense of a player to get on base.
- Tie goes to defender.
- 1-3 more is a single.
- 4-5 is a double.
- 6 is a triple.
- 7+ is a HR.
Baserunning rules:
Players advance on base exactly the number of bases hit. A player on 2nd will advance only 1 base on a single. A walk will not advance a player on 2nd unless they are forced from a player already on 1st. No stolen bases. No sacrifice flies. No productive outs: if a player gets out, it never advances the runner.