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These include home runs allowed, strikeouts, hit batters, walks, and, more recently, fly ball percentage, ground ball percentage, and (to a much lesser extent) line drive percentage. By focusing on these statistics and ignoring what happens once a ball is put in play, which – on most plays – the pitcher has little control over, DIP claims ...
On average one more runner gets on base from each team in a Diceball! game than in a Major League Baseball game. The more dice rolled on a hit ball, the greater the probability of getting a base hit. With one die, the average is .167; with 2 it is .278; with 3, .287; with 4 dice, it is .356; with 5 dice .351; with 6 dice, the average climbs to ...
The term "hit points" was coined by Dungeons & Dragons co-creator Dave Arneson. [45] [46] [47] While developing the tabletop role-playing game Dungeons & Dragons with Gary Gygax based on the latter's previous game Chainmail, Arneson felt that it was more interesting for players to manage small squads than a large army. This also allowed them to ...
Rod Carew had a .408 BABIP in 1977, one of the best single-season BABIPs since 1945. [1]In baseball statistics, batting average on balls in play (abbreviated BABIP) is a measurement of how often batted balls result in hits, excluding home runs. [2]
In addition to head-to-head winning probability, a general formula can be applied to calculate head-to-head probability of outcomes such as batting average in baseball. [ 3 ] Sticking with our batting average example, let p B {\displaystyle p_{B}} be the batter 's batting average (probability of getting a hit), and let p P {\displaystyle p_{P ...
In baseball statistics, strikeout-to-walk ratio (K/BB) is a measure of a pitcher's ability to control pitches, calculated as strikeouts divided by bases on balls.. A hit by pitch is not counted statistically as a walk, and therefore not counted in the strikeout-to-walk ratio.
7th Sea and Legend of the Five Rings use only 10-sided dice, so it omits the number of sides, using notation of the form , meaning "roll eight ten-sided dice, keep the highest six, and sum them."Although using a roll and keep system, Cortex Plus games all use roll all the dice of different sizes and keep two (normally the two best), although a ...
Rolling dice (4d6, keep 3): This is the standard method since 3rd edition. [11] For each ability score, the player rolls 4d6 , and adds the three highest values, resulting in scores ranging from three to eighteen, skewed towards higher numbers, averaging 12.24, though the most probable result is 13.