Man I was raging so hard after my last loss, it's surprising sometimes what seems total BS to you at the time isn't actually that bad once you go back an examine the probabilities.
I was super pissed my ghoul got knocked down on a 1d block costing me a TD, but after looking at it afterwards it was something like a 50% chance to happen, not at all unlikely.
although I am still annoyed after 2 games I have 0 SPP on positionals
I linked this in IRC, and probably other places, but just so it's here for public consumption --
http://elyoukey2.phpnet.org/sac/
Be advised that when determining probabilities for agility actions, you need to find the base roll, which you do by the "Rule of 7," and then add modifiers. You subtract your agility from 7 to find what you need to roll as a base. The game displays this a little different, because it displays what you need for the modified roll. For example, you're picking up a ball with a Bull Centaur, and your AGI is 2. The game displays this pickup as a 5+ if you were to attempt it in game, and that's not actually what you need to roll, because all pickup rolls have a built in +1 modifier. What you really need to roll is a 4+ for that action, so use that instead of the 5+ to calculate your probabilities.
Cheat sheet on modifiers -
Pick up +1
Kickoff/inaccurate pass/Bouncing ball +0
Accurate pass/handoff +1
Dodge +1
Tackle zones you are in, or dodging INTO -1 for each.
Passing - modified by distance, from +1 for quick pass, to -2 for long bomb
So lets take something easy as a pretty reasonable play and determine which outcome is better.
Lets say your thrower (pass, agi 3) has the ball, and is currently in one tackle zone. The thrower could make it in to score, but he would have to make a dodge to do it, and roll 2 GFI's. You also have a blitzer (agi 3, no skills) who is within quick pass range and could score without having to roll GFI's, but you have to throw from where you are in order to avoid an interception. So this tool helps you determine which action is better.
So, sequence of events. You need a 3+ dodge (7-3 agi is 4, but you get a +1 for dodging, so 3), and then 2 GFI. Plugging that into the calculator means that you have a 46.2% chance of making it if you have no rerolls, and a 77% chance of making it with a reroll.
For the second sequence, you select the "pass" skill at the the top, and you'd need a 4+ to pass (7-3 agi, plus 1 for quick pass, but -1 for the tackle zone), and then a 3+ to catch the ball on the blitzer (7-3 agi, +1 for the accurate pass), you see that this comes out to a 50% chance if you don't have a reroll, and 66.7% chance with a reroll.
So now the play simply comes down to whether you have a reroll left or not to determine where you have better odds of making it. It's not always useful mid turn where you've only got a short time to consider actions, but the more you use it (and using it in single player), the better grasp you get on what kind of risks you're taking with your actions, which should make you a better player in the long term.
Yeah, I'm actually kind of pissed at how my injury rolls went yesterday. And that was with a Bloodweiser Babe to help soften the blow. I thought I was doing pretty good with my positioning, for the most part I did what I could to only allow him a Blitz. But then his Frenzy started proccing like crazy and the second roll would always injure one of my players. I had 4 players go down because of that.
I wasn't kidding when I was talking about Demotion at the end of the season. By the time this is all said and done, Imighthave a team left to field.
Yeah, was talking with Djay about this last night, and we just feel bad for you simply because of the AV 7. It's quite obvious you're a great player because you've managed to take us both to draws, but the attrition is raping your face and there's nothing you can do about it. For anyone considering playing a new multiplayer team or joining the league, I really, really strongly recommend starting teams with AV 8 or better. Unless you're extremely experienced in managing your attrition and journeymen, it's just gonna be an uphill battle for you and not fun at all.
For season 2, what I'm gonna do is remove all the people that drop out, sort the divisions with promotion/demotions, and then anyone who wants to is going to be allowed to reroll a new team if they so desire and stay at their spot in the division rather than dropping down to the bottom or something. This has benefits and disadvantages. The benefit being that if your team is too crippled to continue on next season, you'll get a fresh start with another one, the disadvantage being that you'll be 7 games behind in experience - which actually isn't all bad either. If teams are riding around 1300+ or so, that's a good chunk of inducement money you're gonna get every game for shit like wizards and star players, which may be all you need to stay competitive.
There's also a "pre-season" option that we can discuss later, maybe we can allow up to 2 pre-season games before season 2 to start getting some skills. I don't know how that works, however, and I don't know if it's something we want to do, so I don't want anyone to think that's set in stone. The team switching thing I think is though, and we'll give everyone an opportunity to switch it up before season 2 starts.