Probability help for house rules apoth please
Posted: Tue Aug 15, 2006 7:56 am
Heya,
One thing has always got me about the backroom staff of the 'so called' professional B-Bowl teams and that has been how they deal with injuries and more specifically the apoths. Why is it that they try and save one player and then that is it. They're just out of there to go and play a round of golf or something (oh the stereotypes). I've never liked that so I wanted to create a set of rules in which every player that gets an 'injury' has a chance to be healed. But I need to know that I am not creating something which will drastically alter the % chances so that players are a lot less likely to actually get injured.
I have the rules. The only problem is that I am a humanities boy and, even though I did psychology for a year (a whole, looong year) at uni in which stats were a part of it I hated it and was no good at them (T-tests and the like, eh?). So if I put the rules here could some kind soul take a look at them and see what the probabilites are for me. Any other feedback would be appreciated as well.
With no further ado here are the rules:
Whenever a player is injured (BH or worse) then the coach rolls 2d6. If EITHER dice is a one then you check out the other die and look at the following table:
If player killed and second die: 1 - 5 player is SI'd / 6 player still dead
If player SI and second die: 1 - 3 player is BH / 4-6 player still SI
If player BH and second die 1 player into reserves / 2-6 player still BH.
I am using the injury rolls from Mad Lord Anarchy's league which can be found here as they totally alter what happens when you get a SI (some are fine, some have a % chance to play the next game, multiple game injuries, retirement, even death; they're great fun). But will this alter the blood too much? And what to do about the regeneration teams? Do they stay on 4+ to heal their wounds?
Any stats help greatfully accepted as will be comments. Thanks.
mat
One thing has always got me about the backroom staff of the 'so called' professional B-Bowl teams and that has been how they deal with injuries and more specifically the apoths. Why is it that they try and save one player and then that is it. They're just out of there to go and play a round of golf or something (oh the stereotypes). I've never liked that so I wanted to create a set of rules in which every player that gets an 'injury' has a chance to be healed. But I need to know that I am not creating something which will drastically alter the % chances so that players are a lot less likely to actually get injured.
I have the rules. The only problem is that I am a humanities boy and, even though I did psychology for a year (a whole, looong year) at uni in which stats were a part of it I hated it and was no good at them (T-tests and the like, eh?). So if I put the rules here could some kind soul take a look at them and see what the probabilites are for me. Any other feedback would be appreciated as well.
With no further ado here are the rules:
Whenever a player is injured (BH or worse) then the coach rolls 2d6. If EITHER dice is a one then you check out the other die and look at the following table:
If player killed and second die: 1 - 5 player is SI'd / 6 player still dead
If player SI and second die: 1 - 3 player is BH / 4-6 player still SI
If player BH and second die 1 player into reserves / 2-6 player still BH.
I am using the injury rolls from Mad Lord Anarchy's league which can be found here as they totally alter what happens when you get a SI (some are fine, some have a % chance to play the next game, multiple game injuries, retirement, even death; they're great fun). But will this alter the blood too much? And what to do about the regeneration teams? Do they stay on 4+ to heal their wounds?
Any stats help greatfully accepted as will be comments. Thanks.
mat