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Re-Engineering Statis-Pro Footbal Cards

One of the things I really do not like about the original Statis-Pro Footbal game is the player rating. Players with a rating of 4 could be played once a half. Often they had the best cards due to a limited amount of stats. For example, if someone ran the ball once a season and got 15 yards on their one run attempt, their card would make them almost unstoppable on the ground. This is because the original cards only took the average rushing into account. The average for 15 yards a carry, so the card would reflect that. It didn't matter that there was only 1 carry. The effect was more pronounced in receivers.

When I redesigned the process, I wanted to use a minimum of stats, mainly due to the fact that many detailed stats were just not available for earlier seasons. One way of doing this was to make a rough guess at the standard deviation to understand how often a person gained a certain amount of yards. Doing this would differeniate a player that averaged 4 yards a carry, but ran for 1300 yards versus a player that averaged 5 yards a carry, but ran for 1100 yards. The former would have smaller numbers due to average, but more of them would be above average. The latter would have larger numbers up front, but smaller numbers at the end.

This is better explained visually, especially folks that have not played the game for years. Let's take one of these rating 4 backs, DJ Dozier:

On the original card, he had better normal and short gain numbers than Barry Sanders and Emmitt Smith, the two leading rushers that season. Because of the relative rarity of a breakaway run, DJ Dozier would be a very desirable card if it weren't for the pesky rating of 4 under his name. With the new version of the card, he can play all he wants, but he is now much less valuable. He can still breakaway for 20+ yard gain (He had two that year), but otherwise he will not dominate anyone's offense.

Speaking of Detroit, let's look at Barry Sanders that year:

Okay, I know. The short gain rushing yardage is much less and the pass yards are more spread out. One reason for this is an average 4.5 yards per carry that year. Another reason is that he didn't play in game 1 that year. The main contributing reason is that Barry didn't have but seven running attempts of 20 yards or more. Most games, he longest rush was 14 or 16 yards. I could be wrong, but I feel like the new card better reflects this. Let's compare to Emmitt Smith's cards:

Wait a minute, didn't Emmitt take the rushing title that year? Why does he have a worse New card than Barry Sanders? The main reason is that he had a lower yards per carry, 4.3. After considering his 75 yard run, he really didn't have any other huge runs that year. (I need to confirm this, I don't have the stats for him in front of me right now.) Despite catching more passes, his average per reception was more than two yards lower than Sanders. The ultimate reason that Emmit's card is not as valuable as Barry's is that Barry had more yards from scrimmage that year at a higher averages than Emmitt.

You know, of course, that this system make Thurman Thomas' card the most valuable RB card in 1991. He led the league in yards from scrimmage.

Next time I talk about Stais-Pro, it will be time for QBs and WRs.

Statis-Pro Football Stuff

Link to Statis-Pro Football Cards & Utilities page

A couple years ago, I tried to play in Statis-Pro leagues, but quickly discovered that I could not afford the time to play. Somehow in my nostalgia, I didn't remember games taking 3 hours to play. I later discovered that I enjoy playing this game casually by severely  limiting substitutions, but that's fodder for another post.

One site I enjoyed was Lee Harris' site. He published formulas for making the cards as well as several sets. Unfortunately, I couldn't provide any funds for the site to keep going, so it is now gone. Going to archive.org, I managed to find everything by searching through the many snapshots. For example, the formulas page isn't in the most recent snapshot, but is in snapshots that are from the previous year. Since the last update was 2003, I don't feel like anything was lost.

I began thinking about Statis-Pro because I get at least two hits everyday from folks looking for Statis-Pro Football stuff. My previous post about streamlining the system gets traffic, but I'm certain it produces a fair share of cursing as well because I haven't finished it. Believe it or not, I got out the spreadsheets to generate my variation of the cards and began to fiddle with it again. Who knows where this may lead...

Having said all that I have added a page for Statis-Pro Downloads that have the Lee Harris cards as well as links to the UK League which also make their own cards with some rules variations. I feel like the two folks that end up here should at least get something for their trouble.

If Lee or other members of the Football Sim community feel that my hosting these files is somehow a bad thing, I'll take them down. I'm not trying to steal or infringe on anyone, I just want to promote a game that I still enjoy playing. Considering that these files are all available from archive.org, I don't see why this would be a big deal.

Rock on football sim folks! (I own five different sims.) Given the nature of negotiations within the NFL, it looks like sim action may be the only real NFL action for this upcoming season.

Arcanist Update and NPC Idea

Back in January, JD posted this gem about an RPG mashup. It appeals to the part of me that likes to provide the unexpected to folks like me that have been playing for years.

In Andras, I mentioned the Arcanist Class a while ago, and then instantly regretted its poor execution. Testing has proven to be positive for the new and improved Arcanist that is based  on OpenQuest's Sorcery rules (with a touch of Battle Magic). OpenQuest's skill-based and spell point sorcerers are working out pretty well. The only difficulty lies in determining spell points. I can't seem to find that happy medium that prevents lower level Arcanists from being too powerful and allows higher level Arcanists to be greatly feared. The idea of basic spells that can be increased by expending more points is exactly what I wanted. The Magnitude table of effects provides a compact way to describe what powering up a given spell will do. The spell list is complete and allows Arcanists to be very distinctive spellcasters in the D&D world. Throw in a dash of Gygaxian Spell Names, and it could be something fun for your OGL game.

One of the spells in OpenQuest is Animate (Substance). This is actually a category of spells because an OQ Sorcerer has to learn a different spell for each substance. For example, Animate Earth is a different spell from Animate Wood. In an attempt to flesh out the Arcanist class more, I came up with an Arcanist that specializes in the Animate (Substance) and Form/Set categories of spells. For simplicity of reference, let's call him Tim (or more properly in lingwa de planeta, Faihonaboh). So far, I have Animate Earth, Animate Stone, Animate Bone, Animate Steel, Animate Water, Form/Set Earth, Form/Set Stone, Form/Set Darkness. He also has the Create Magic Point Store and Create Spell Matrix spells.

The important skill Tim possesses is sculpting. A successful skill roll for sculpting allows him to form various minions to do his bidding. Not all of them are humanoid in shape, so some of his constructions perform unique tasks. For example, the stone spheres of various sizes work to take intruders off their feet. The more humanoid shaped minions can hurl un-animated spheres as weapons. Why is this important? Once major limitation of the animate spells is that only one or two animated objects can be controlled at a time. That's why he can created a number of spheres that can alternatively be animated or thrown by other animated object. Form/Set Steel allows him to repair swords and shields. The Animate Steel spell allows him to animate suits of armor. The Animate Earth spell allows him to manipulate earthen embankments in all kinds of bizarre ways like having a giant hand come out of the earthworks can throw would be attackers or defenders.

Note that he doesn't have the blacksmith skill, so he can't really manufacture weapons and armor, only perform minor repairs. According to the Andras proficiency system, anything can be attempted by rolling 3 or under with a d20. With a 15% chance of success, this prevents him from becoming a wholesale weapons and armor manufacturer. Maybe, I could allow making a steel shield, but nothing like a sword and definitely not chain mail.

Those are just the military purposes, but other are available as well. A small stone structure can be animated to assist the occupant. In other words, tables spontaneously form from the floor for mealtime, create an opening for a window, wall-up the door, etc. You could even have the house get up and walk away to a new location. Animated stone ladders can be used in a scroll repository. Being fairly small, it would use only one or two spell points to raise/lower or move around. Oddly enough, you could even get your steel cutlery to chop vegetables and help prepare meals.

With so many spells, I figure that Tim has reached 80 percent with his Arcane Skill. This translates to rolling a 16 or under with a d20. Just like 2e, though, this represents casting in an extraordinary situation. When Tim can take his leisure to cast a spell, he do the equivalent of taking a 10. I also figure that he is around 12th level or so.

Based on my current point system, he has 26 points to invoke spell effects. Invoking any of the Animate spells for a human sized creature takes 14 points, but lasts as long as he maintains concentration. The stone spheres take only 2 points to animate for the larger ones and 1 point for a smaller one. This doesn't include the form/set costs because we're assuming that the objects he wants to animate have already been created. This seems like he is limited in spells at this point, but the effect of Create Spell Matrix, allows him to store animate spells in certain objects. This means he could create a few of these devices in advance to animate pre-made objects. With the sculpting skill, he could certainly create any number of statutes, humanoid and otherwise. With the Animate Steel spell, he could also use empty suits of armor. Using a few Spell Point stores, he could also spontaneously animate and form/set any other figures he may need.

Still, despite the ability to store spell points in advance, the points feel too low for a 12th level spellcaster. I have the feeling that the arcanist should be able to animate and form/set at least one human-sized object before draining his power points. I like the flexibility of the arcanist at this point, but I'm having trouble with the points to use. I still need to settle on a table that determines what a 1 point effect does compared to higher point effects. I have a good idea based on weight, but want something that would include length, area, information and other variables. Any thoughts are welcome.

 

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