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Deadball: Baseball With Dice: W.M. Akers Quick Reference

Deadball: Baseball with Dice is a tabletop baseball simulation game that uses dice rolls to determine outcomes of at-bats, fielding plays, and other events during a baseball game. The document provides an overview of the game mechanics including: 1) Rolling a dice-based Mastery Score to determine hit type and location, then rolling defense and applying traits/positioning to determine the result. 2) Tables for swing results, advanced hitting, defense, stealing, pitching, and special traits that modify rolls. 3) Mechanics for bunting, pickoffs, double plays, pitching stamina and effectiveness that change based on runs allowed. 4) Defensive positioning adjustments

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0% found this document useful (0 votes)
648 views

Deadball: Baseball With Dice: W.M. Akers Quick Reference

Deadball: Baseball with Dice is a tabletop baseball simulation game that uses dice rolls to determine outcomes of at-bats, fielding plays, and other events during a baseball game. The document provides an overview of the game mechanics including: 1) Rolling a dice-based Mastery Score to determine hit type and location, then rolling defense and applying traits/positioning to determine the result. 2) Tables for swing results, advanced hitting, defense, stealing, pitching, and special traits that modify rolls. 3) Mechanics for bunting, pickoffs, double plays, pitching stamina and effectiveness that change based on runs allowed. 4) Defensive positioning adjustments

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Bob Hope
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DEADBALL: BASEBALL WITH DICE

W.M. AKERS QUICK REFERENCE wmakers.net/deadball


SEQUENCE OF PLAY ADVANCED HIT TABLE (D20) DEFENSE (D12) PITCHER FATIGUE
1. Roll MSS (d100+PD) 1-2 Single+ 1-2 Error. Runners take an extra base. STARTERS DROP A PITCH DIE LEVEL
2. Check MSS against BT 3 Single, DEF (1B) 3-9 No change If they allow 3+ runs in an inning
3. Roll on Hit Table*
4. Roll for DEF* 4 Single, DEF (2B) 10- Hit goes down a level. Double If they allow 4+ runs over two innings
5. Record the Result 11 reduced to single, runners adv. 2.
5 Single, DEF (3B) For every run allowed over 4 runs
*: If Necessary Triple reduced to double, runners
6 Single, DEF (SS) adv. 3. Single remains a single. For every inning pitched past six innings
SWING RESULT TABLE (D100+PD) 7 Single, DEF (SS/2B*) 12 Hit turned into out. Runners hold.
0-5 Critical hit 8-12 Single, runners adv. 2+ RELIEVERS DROP A PITCH DIE LEVEL
BASE STEALING (D8 TO STEAL For every run allowed
6 - BT Ordinary hit 13 Double, DEF (LF) SECOND, D8-1 TO STEAL THIRD)
BT+1 - BT+5 Walk 14 Double, DEF (CF) If they pitch more than one inning
1-3 Runner is out
BT+6 - 70 Productive out 15 Double, DEF (RF) 4-8 Runner is safe PITCHERS GAIN A LEVEL IF THEY
71 - 99 Possible double play 16-17 Double, runners adv. 3
DOUBLE STEALS (D8) Strike out the side
18 Triple, DEF (RF/CF**)+
ERA PITCH OUT TABLE 1-3 Lead runner is out Go three straight innings without allowing
DIE 19-20 Home Run a run
0 (K) 4-5 Trailing runner is out
0-.99 d20 Escape a bases-loaded, no-out jam without
1 (K) +: Players with certain traits have spe- 6-8 Both runners reach safely allowing a run
1-1.99 d12 cial results on these rolls.
2 (K)
2-2.99 d8 *: If MSS is even, shortstop fields ball.
3 (G-3) BASEBALL FEELINGS If a pitcher’s PD improves past d20, add
If odd, second baseman fields ball.
3-3.49 d4 1 to every MSS. If he improves another
4 (4-3) **: If MSS is even, right fielder fields 1-4 There’s no crying in baseball!
level, add 2, then 3, etc.
3.5-4 -d4 ball. If odd, center fielder fields ball.
5 (5-3) 5 Well, maybe a little…
4-4.99 -d8 After the sixth inning, if a pitcher who
6 (6-3) BUNTING (D4)
6 Oh my god! There’s so much crying has gained levels on his Pitch Die gives
5-5.99 -d12
7 (F-7) 1-3 The lead runner advances, and the in baseball all the time always! up one or more runs, his Pitch Die drops
6-6.99 -d20 batter is out. Have you ever even seen a baseball back to its starting level.
8 (F-8)
7-7.99 -20 4 The lead runner is out. The batter game? The crying’s the best part!
9 (F-9) Gimme a hug, slugger, and let’s
8-.8.99 -25 reaches first.
cry it out.
DEADBALL: BASEBALL WITH DICE
W.M. AKERS QUICK REFERENCE wmakers.net/deadball
BONUS TRAITS GREAT DEFENDERS (D+) SLOW RUNNERS (S-) CONTROL PITCHER (CN+)

POWER HITTERS (P+/P++) Add 1 to all DEF rolls Double on HT rolls of 18 Only give up a walk when the MSS is 1-2
points greater than the BT
P+ hitters add 1 to every HT roll Throw out the lead runner on modified Subtract 3 from every stolen base roll
DEF rolls of 13
P++ players add 2 to every HT roll Are easier to double up. In a double play
GREAT STAMINA (ST+)
If a catcher, increase the starting pitcher’s situation, any ball in the infield is a double
Can be shifted against Begin losing levels on their Pitch Die for
PD level by 1, with a maximum of d12 play—regardless of the MSS
every inning pitched past the seventh, not
Can turn a routine ground ball into a
CONTACT HITTERS (C+) the sixth
double play. In a double play situation, if POOR DEFENDERS (D-)
Double on HT rolls of 1-2. No DEF. the MSS is less than 70, the D+ player to Subtract 1 from all DEF rolls
Are automatically successful at bunting whom the ball was hit can make a DEF roll. DEFENSIVE ALIGNMENTS
If a catcher, reduce every pitcher’s PD level
On a 10-12, the Great Defender turns a
Always convert sacrifice flies, unless by 1 INFIELD IN, AFFECTS HT ROLLS OF:
double play.
outfielder is D+ 3-7 Add 2 to the DEF roll. On a
If an infielder, must roll for DEF before
If a Great Defender catches a fly ball that
starting double play. If he rolls a 1 or a 2, 13, the runner coming home
SPEEDY RUNNERS (S+) should bring home a sacrifice fly, the
all runners are safe. from third is out and the batter
Great Defender has a chance to throw the
Double on HT roll of 1. No DEF. reaches first base safely.
runner out at the plate by making a DEF If an outfielder, always allows sacrifice
Triple on HT roll of 2. No DEF. roll. On a 10-12, the runner is out. flies, regardless of MSS 8-12 The batter doubles, and runners
advance 2.
When stealing 2nd or 3rd, roll d8+1. Any player playing out of position counts
WEAK HITTERS (P-/P--) as a Poor Defender
Can steal home. Roll a d8. On a roll of 8,
P- hitters subtract 1 from every HT roll NO DOUBLES, AFFECTS HT ROLLS OF:
S+ runner at third steals home.
STRIKEOUT ARTIST (K+) 3-7 Do not roll for DEF.
Can bunt for a hit. When bunting, treat a P-- hitters subtract 2 from every HT roll
roll of 1 as “Single, DEF (3B).” Add 1 to every MSS 13-15 Single, runners adv. 2.
FREE SWINGERS (C-) A result of 3 on the Out Table is a strikeout
Can’t be doubled up. When a Speedy
Runner hits a ball that would normally be Strike out on HT rolls of 11-12 INFIELD SHIFT, AFFECTS HT ROLLS OF:
a double play, lead runner is out, but the GROUNDBALL MACHINE (GB+)
Bunt successfully only on rolls of 1-2 3-4 Add 3 to the DEF roll.
Speedy Runner reaches first base safely. Add 1 to every MSS
(Unless the defender starting the double Can’t hit sac flies 5 Double, runners adv. 2.
A result of 2 on the Out Table is a ground
play is a Great Defender.) Can be shifted against
ball to shortstop (6-3)

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