TEXT: DEADBALL: BASEBALL WITH DICE
  W.M. AKERS
  QUICK REFERENCE
  wmakers.net/deadball
  SEQUENCE OF PLAY
  1. Roll MSS (d100+PD)
  2. Check MSS against BT
  3. Roll on Hit Table*
  4. Roll for DEF*
  5. Record the Result
  *: If Necessary
  ERA
  PITCH 
  DIE
  0-.99
   d20
  1-1.99
   d12
  2-2.99
   d8
  3-3.49
   d4
  3.5-4
   -d4
  4-4.99
   -d8
  5-5.99
   -d12
  6-6.99
   -d20
  7-7.99
   -20
  8-.8.99
   -25
  OUT TABLE
  0
  (K)
  1
  (K)
  2
  (K)
  3
  (G-3)
  4
  (4-3)
  5
  (5-3)
  6
  (6-3)
  7
  (F-7)
  8
  (F-8)
  9
  (F-9)
  SWING RESULT TABLE (D100+PD)
  0 - 5
  Critical hit
  6 - BT
  Ordinary hit
  BT+1 - BT+5
  Walk
  BT+6 - 70
  Productive out
  71 - 99
  Possible double play
  ADVANCED HIT TABLE (D20)
  1-2
  Single+
  3
  Single, DEF (1B)
  4
  Single, DEF (2B)
  5
  Single, DEF (3B)
  6
  Single, DEF (SS)
  7
  Single, DEF (SS/2B*)
  8-12
  Single, runners adv. 2+
  13
  Double, DEF (LF)
  14
  Double, DEF (CF)
  15
  Double, DEF (RF)
  16-17
  Double, runners adv. 3
  18
  Triple, DEF (RF/CF**)+
  19-20
  Home Run
  +: Players with certain traits have spe-
  cial results on these rolls. 
  *: If MSS is even, shortstop fields ball. 
  If odd, second baseman fields ball. 
  **: If MSS is even, right fielder fields 
  ball. If odd, center fielder fields ball. 
  DEFENSE (D12)
  1-2
  Error. Runners take an extra base.
  3-9
  No change
  10-
  11
  Hit goes down a level. Double 
  reduced to single, runners adv. 2. 
  Triple reduced to double, runners 
  adv. 3. Single remains a single.
  12
  Hit turned into out. Runners hold.
  BASE STEALING (D8 TO STEAL       
  SECOND, D8-1 TO STEAL THIRD)
  1-3
  Runner is out
  4-8
  Runner is safe
  BUNTING (D4)
  1-3
  The lead runner advances, and the 
  batter is out. 
  4
  The lead runner is out. The batter 
  reaches first.
  PITCHER FATIGUE
  STARTERS DROP A PITCH DIE LEVEL
  If they allow 3+ runs in an inning
  If they allow 4+ runs over two innings
  For every run allowed over 4 runs
  For every inning pitched past six innings
  RELIEVERS DROP A PITCH DIE LEVEL
  For every run allowed
  If they pitch more than one inning
  PITCHERS GAIN A LEVEL IF THEY
  Strike out the side
  Go three straight innings without allowing 
  a run
  Escape a bases-loaded, no-out jam without 
  allowing a run
  If a pitcher’s PD improves past d20, add 
  1 to every MSS. If he improves another 
  level, add 2, then 3, etc.
  After the sixth inning, if a pitcher who 
  has gained levels on his Pitch Die gives 
  up one or more runs, his Pitch Die drops 
  back to its starting level. 
  DOUBLE STEALS (D8)
  1-3
  Lead runner is out
  4-5
  Trailing runner is out
  6-8
  Both runners reach safely
  BASEBALL FEELINGS
  1-4
  There’s no crying in baseball!
  5
  Well, maybe a little…
  6
  Oh my god! There’s so much crying 
  in baseball all the time always! 
  Have you ever even seen a baseball 
  game? The crying’s the best part! 
  Gimme a hug, slugger, and let’s 
  cry it out.
  
  DEADBALL: BASEBALL WITH DICE
  W.M. AKERS
  QUICK REFERENCE
  wmakers.net/deadball
  BONUS TRAITS
  POWER HITTERS (P+/P++)
  P+ hitters add 1 to every HT roll
  P++ players add 2 to every HT roll
  Can be shifted against
  CONTACT HITTERS (C+)
  Double on HT rolls of 1-2. No DEF.
  Are automatically successful at bunting
  Always convert sacrifice flies, unless 
  outfielder is D+
  SPEEDY RUNNERS (S+)
  Double on HT roll of 1. No DEF.
  Triple on HT roll of 2. No DEF.
  When stealing 2nd or 3rd, roll d8+1.
  Can steal home. Roll a d8. On a roll of 8, 
  S+ runner at third steals home.
  Can bunt for a hit. When bunting, treat a 
  roll of 1 as “Single, DEF (3B).”
  Can’t be doubled up. When a Speedy 
  Runner hits a ball that would normally be 
  a double play, lead runner is out, but the 
  Speedy Runner reaches first base safely. 
  (Unless the defender starting the double 
  play is a Great Defender.)
  GREAT DEFENDERS (D+)
  Add 1 to all DEF rolls
  Throw out the lead runner on modified 
  DEF rolls of 13
  If a catcher, increase the starting pitcher’s 
  PD level by 1, with a maximum of d12
  Can turn a routine ground ball into a 
  double play. In a double play situation, if 
  the MSS is less than 70, the D+ player to 
  whom the ball was hit can make a DEF roll. 
  On a 10-12, the Great Defender turns a 
  double play.
  If a Great Defender catches a fly ball that 
  should bring home a sacrifice fly, the 
  Great Defender has a chance to throw the 
  runner out at the plate by making a DEF 
  roll. On a 10-12, the runner is out. 
  WEAK HITTERS (P-/P--)
  P- hitters subtract 1 from every HT roll
  P-- hitters subtract 2 from every HT roll
  FREE SWINGERS (C-)
  Strike out on HT rolls of 11-12
  Bunt successfully only on rolls of 1-2
  Can’t hit sac flies
  Can be shifted against
  SLOW RUNNERS (S-)
  Double on HT rolls of 18
  Subtract 3 from every stolen base roll
  Are easier to double up. In a double play 
  situation, any ball in the infield is a double 
  play—regardless of the MSS
  POOR DEFENDERS (D-)
  Subtract 1 from all DEF rolls
  If a catcher, reduce every pitcher’s PD level 
  by 1
  If an infielder, must roll for DEF before 
  starting double play. If he rolls a 1 or a 2, 
  all runners are safe. 
  If an outfielder, always allows sacrifice 
  flies, regardless of MSS
  Any player playing out of position counts 
  as a Poor Defender
  STRIKEOUT ARTIST (K+)
  Add 1 to every MSS 
  A result of 3 on the Out Table is a strikeout
  GROUNDBALL MACHINE (GB+)
  Add 1 to every MSS
  A result of 2 on the Out Table is a ground 
  ball to shortstop (6-3)
  CONTROL PITCHER (CN+) 
  Only give up a walk when the MSS is 1-2 
  points greater than the BT
   
  GREAT STAMINA (ST+)
  Begin losing levels on their Pitch Die for 
  every inning pitched past the seventh, not 
  the sixth
  DEFENSIVE ALIGNMENTS
  INFIELD IN, AFFECTS HT ROLLS OF:
  3-7
  Add 2 to the DEF roll. On a 
  13, the runner coming home 
  from third is out and the batter 
  reaches first base safely. 
  8-12
  The batter doubles, and runners 
  advance 2.
  NO DOUBLES, AFFECTS HT ROLLS OF:
  3-7
  Do not roll for DEF. 
  13-15
  Single, runners adv. 2. 
  INFIELD SHIFT, AFFECTS HT ROLLS OF:
  3-4
  Add 3 to the DEF roll.
  5
  Double, runners adv. 2.
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Indie & Odd Themes/Deadball - Baseball Rpg/DB Quick Reference.pdf