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Old 01-05-2016, 04:42 PM   #1
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Randomization in Dynasty

To spice up our online dynasty we decided to incorporate some randomness through dice rolls. Here is our first run at it. I'd love to hear what you guys think about it and if we should subtract something or add something. Thanks.

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Hey guys just wanted to give an update on this since a few folks found it interesting.

We settled on this as the dice-roll table:


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Here is the roll table for players if you happen to roll 12:

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If you roll a 2, your extra roll can't be 2.

Rolls of 12 can stack so in theory you could roll 2, 12, 12, 12, etc. in one season.

In year one of this system we had a coach roll 4 and a coach roll 6. The coach who rolled 4 lost both sims and it kept him from competing for a title. The coach who rolled 6 had no one declare early so he skated this season. I'll update further as the dynasty progresses. Throw out any ideas you have. I'd love to hear them.

Last edited by kcooper47; 01-11-2016 at 07:10 PM. Reason: Updating
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Old 01-05-2016, 04:44 PM   #2
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Re: Randomization in Dynasty

That's pretty cool. Do you have a 12-sided die or something?
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Old 01-05-2016, 04:47 PM   #3
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Re: Randomization in Dynasty

Nice!


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Old 01-05-2016, 05:03 PM   #4
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Re: Randomization in Dynasty

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Originally Posted by souljahbill
That's pretty cool. Do you have a 12-sided die or something?
No it's two 6-sided dice like in Monopoly
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Old 01-05-2016, 05:38 PM   #5
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Re: Randomization in Dynasty

Quote:
Originally Posted by kcooper47
To spice up our online dynasty we decided to incorporate some randomness through dice rolls. Here is our first run at it. I'd love to hear what you guys think about it and if we should subtract something or add something. Thanks.

Dice Roll - Penalty

2 - You must leave your school in disgrace and coach a 1-star team for 3 years (i.e. the Petrino)
3 - You must simulate two conference road games in the next season
4 - You must use your team's offensive playbook next year (we use customs typically)
5 - You are not allowed to convince anyone declaring early to stay
6 - You must simulate one rivalry game
7 - No penalty
8 - You may only recruit from your pipeline
9 - You may not sign any ATH
10 - You may only recruit in-state recruits
11 - Your highest rated recruit does not qualify academically and must be cut
12 - Your highest rated QB is dismissed from team

We plan to roll after the bowl game each season. Would love to get your feedback.
On points 11 and 12, I always wanted to come up with a way to have guys cut from teams(violation of team rules) or suspended (Targeting, on field conduct etc.) or issue academically.
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Old 01-07-2016, 06:32 PM   #6
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Re: Randomization in Dynasty

I have always used #5 in all my dynasties. It is a little too easy to convince players to stay. I feel as though this is a good user-handicap as well for when your team inevitably becomes great.
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Old 01-08-2016, 06:06 AM   #7
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Re: Randomization in Dynasty

I'm considering using something like this in the offseason. Create some randomization to have someone kicked off a team, gain a boost for a certain rating (I.E. OL has excellent offseason workouts, +2 strength) or lose points (QB pulls a Manziel and parties too much, doesn't study playbook...-10 AWR for next season or -15 plays from playbook), and other things.
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Old 01-08-2016, 06:08 AM   #8
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Re: Randomization in Dynasty

Quote:
Originally Posted by Deegeezy
I have always used #5 in all my dynasties. It is a little too easy to convince players to stay. I feel as though this is a good user-handicap as well for when your team inevitably becomes great.
I do this on and off. Sometimes my general rule is if they are over 90 OVR or won a major award, I have to let them go.

Only way a heisman winner is staying is because he isn't eligible for the NFL yet (freshman, sophomore), otherwise, so long.
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