I've spent the last several weeks perfecting an all encompassing rule to automatically determine, in most cases, what type of shot a player will attempt in my solitaire games. I really wanted to eliminate having to decide for myself the type of shot players will take in every situation, while still giving me the opportunity to make some of the shot type decisions during play. I also wanted to eliminate having to position players inside/outside on offense, as I like to eliminate as many tactical decisions in my solitaire games as possible. Like I always say, I don't like to try and coach against myself when playing the game solitaire (for some strange reason, I was never able outcoach myself when playing the game solitaire 😉). To that end, I have come up with the following rule, which I have found quite enjoyable to use in my games:
Determining Shot Attempts in Solitaire Play
Using these rules will necessitate rolling two extra dice, a 20-sided die and a colored six-sided die, in addition to the special black die and two white dice. Also, do not position players "inside" offensively (ignore rule 9.3 entirely).
Give each player a 3-pt. Frequency rating by multiplying the actual percent of the player's shot attempts that were three-point shots, by 20, and rounding to the nearest whole number (this information is available at https://www.basketball-reference.com). This will result in a rating between 0 - 20. Players who did not attempt a three-point shot attempt do not receive a 3-pt. Frequency Rating.
Whenever a player is going to attempt a shot (other than a steal shot), refer to the result on the 20-sided die, from the previous roll of the dice. If the number on the 20-sided die is less than or equal to the player's 3-pt. Frequency rating, then the player will attempt a three-point shot.
Players with a 0 3-pt. Frequency rating may only attempt a three-point shot in a switch situation or when receiving a pass from a "[Position] pass to any player..." reading from the Normal CONTROL section of the action card. Players without a 3-pt. Frequency rating may NEVER attempt a three-point shot.
If the number on the 20-sided die is greater than the player's 3-pt. Frequency rating, then refer to the result on the colored six-sided die. If the number on the colored six-sided die is less than or equal to the player's Shooting Tendency rating, then the player will attempt a penetration shot. If the number on the colored six-sided die is greater than the player's Shooting Tendency rating, AND the player is rated to shoot from both outside and inside, then you may have the player attempt either an outside or inside shot, at your discretion. If the player is not rated to shoot inside, he will attempt an outside shot, and if the player is not rated to shoot outside, then the player will attempt an inside shot.
Whenever a player has a shot in a switch situation, or receives a pass from a "[Position] pass to any player..." reading from the Normal CONTROL section of the action card, ignore the result of the 20-sided die and the colored six-sided die, as you may choose to have the player take ANY allowable shot (three-point, outside, penetration, or inside), regardless of the player's 3-pt. Frequency and Shooting Tendency ratings.
If a player has a shot from a reading of "Outside shot only..." / "Inside shot only..." from the Normal CONTROL section of the action card, determine the shot type as follows: if the player is not rated to shoot from inside, then the player will attempt an outside shot, if the player is not rated to shoot from outside, then the player will attempt an inside shot. If the player is rated to shoot from both outside and inside, then refer to the result of the colored, six-sided die. If the number on the colored, six-sided die is less than or equal to the player's Shooting Tendency rating, then the player will attempt an outside shot. If the number on the colored, six-sided die is greater than the player's Shooting Tendency rating, then the player will attempt an inside shot.
Forced Threes: if a team is trailing, with 2:00 or fewer minutes remaining in the game, you may have players "force" three-point shot attempts. In this situation, when the 20-sided die does not indicate a three-point shot attempt for the player, you can still have the player "force" a three-point shot attempt. When a player "forces" a three-point shot attempt, any result of D from the special black die is an automatic miss.
Now, at first read, this rule seems super-complex, coming in at eight paragraphs, and nearly 700 words in length! You're probably thinking "WTF? I don't want my Strat-O-Matic basketball games to turn into Advanced Squad Leader, for crying out loud!" BUT, in practice, once you've played a few possessions using this rule, it really becomes quite easy to master, and won't add any additional playing time to your games.
A player has a position shot. You compare the 20-sided die to the player's 3-pt. Frequency rating. If a three attempt is not indicated, you look at the colored 6-sided die. If a penetration shot isn't indicated, you determine for yourself what type of allowable shot the player will take (outside, and/or inside).
If an "Outside shot only..." / "Inside shot only..." from the Normal CONTROL section of the action card occurs, again you compare the 20-sided die to the player's 3-pt. Frequency rating. If a three attempt is not indicated, you look at the the colored 6-sided die to determine if the player takes an outside or inside shot.
Finally, if a "[Position] pass to any player..." reading occurs from the Normal CONTROL section of the action card, or a Switch reading occurs, you ignore all the extra dice, and you determine for yourself what type of shot the player attempts.
Just like in today's NBA, when using this rule, players will first look for the three, then look to penetrate, and finally take an outside or inside shot, depending on their Shooting Tendency rating (or "work" their man in a switch).
Yeah, clear as mud; I know. So, I have decided that it is time for me to start creating some videos, demonstrating this rule, along with my other solitaire play rules, so you can see how these rules work in actual gameplay.
If a picture is worth a thousand words, then videos must be worth even more! Stay tuned for upcoming video explanations of my various game play options.
Good stuff, Chris! I wouldn't limit to solitaire. One of the big complaints about SOM is that the scoring is too high. A big reason is because the game incentivizes you to take shots from where the player is most efficient. So he shoots a higher percentage and scores more. This will help combat that. I also think that the 3-pt roll should occur for all switches and all shots except Dazzlers and offensive rebounds. With the latter I could even get on board with a small percentage (1-2 on 20-sided) being a 3pt shot. Good thinking!
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