My Strat-O-Matic Baseball 2020 Settings
Just for fun, below are some of the settings I use in my Strat-O-Matic Baseball PC replays, with explanations for the less obvious ones. Some people like their replays to be as As-Played as possible, complete with the same starting pitchers, injuries, and trades. I am not one of those people. I am more interested in what-if scenarios. I am always looking at stats and crunching numbers, asking myself questions like, "If that player had been on the Opening Day roster, rather than staying in AAA until July, would he have hit 100 RBIs?" and "If he had not been so nervous in September, would he have hit over .400?" I like using my own lineups and trying to do better than the real-life managers did. Finally, I also play the cards-and-dice game using the full SADV rules, so I do not mind the PC game having little extras to make it a little different from the C&D game.
Do note that if you are playing a season that is not SADV or do not have all modern features, the computer game will simply use the next highest level of settings. So you can just set the level to your maximum preference. For example my 1985 replay uses 1985 ADV cards (as the season has not been released as SADV) but I use SADV-level rules anyway and let the computer program handle any missing features. Finally, if you are unsure of an option, you can read about it under the computer program's help file. It has a LOT of information and tips on the game and I highly recommend just browsing through it.
Game Rules
- Main Rules - The third option is the highest level of rules for the C&D game. The Maximum Level setting allows me to select Max Rules, listed under this list.
- BP/Weather/Clutch - Ballpark and Weather Effects are both in the C&D game, so I use them even though some leagues and tournaments find Weather to be too random (they have dice rolls). Clutch Hitting is also in the C&D game (the omega symbol next to the result) so I use them.
- Stealing - Super Advanced Steal System is the maximum rule level for the C&D game.
- Strategy - Of course, the Super Advanced Strategy Charts.
- Miscellaneous - This has rule modifications not in the C&D game, such as Fly Ball B? advancement from 2B to 3B, possible throwing errors for cut-off plays, and trail runner advancing on sacrifice flies. Oddly two SADV C&D rules are under those options: cut-off play (not optional in the C&D game) and positioning outfield in (sounds optional in the C&D rule book). So ticking that option is an easy decision.
- Closer - Like the C&D game, I use closer rules. Note the closer POW fatigue does not go in effect until the tying or winning run is on base or at bat. So it is possible for a closer to enter the top of the 9th inning with a 3-run lead with no out and no baserunner, have a 1-2-3 inning, and not be affected by the rule at all. Some human leagues turn it off to prevent players from hoarding closers.
- Injuries - I have tried Use Injuries and I have tried Do Not Use Injuries. Now I have a preference to use the cards as intended by SOM, so I use SADV Injury Charts/Ratings. However I compromise by limiting injuries to the current game only so I don't lose a star player for 60 days and spoil my what-if scenario, yet it also prevents too much stats from accumulating.
- Pitcher Fatigue - I like Pitch Count because I am not 100% certain if a pitcher is actually fatigued or not unless I visit the mound. It makes the computer game a little different and advanced compared to the C&D game.
- Groundball A - I am guessing some seasons or rosters have gb(P)A and some do not, and this option is only if you want to be fair and make sure all pitchers do not have gb(P)A. I allow them since I do not mix different rosters together.
Max Rules
- Improve statistical accuracy - It is a "black box" (you can't see the rolls) that makes players perform worse depending on the pressure situation, such as hitting 61 homers or maintaining a .400 average. There have been players who famously succumbed to pressure (George Brett), but there have also been players who rose to the occasion (Roger Maris and Ted Williams). I prefer to let the dice fall where they may.
- Bunt for base hit - This is not in the C&D game, but I enjoy the added depth. It is too bad we can't see the dice roll, just as in sacrifice bunts and squeeze plays.
- Improve out distribution - If the computer game feels there has been an unrealistic number of automatic outs (no splits) to one location, it will automatically give the automatic out to someone else. For instance a pop out to a SS may become a foul out to the 3B instead. It makes the stats look more realistic and does not affect the game in any way.
- Improve baserunning realism - This improves on the C&D game in allowing you to make more baserunning decisions. For the new 2020 game, for example, you are no longer forced to watch your runner on 3B run on a 0-out B-grounder and get tagged at home plate.
- Home field advantage - It gives a little boost (.010) to the batting average of home batters. I like anything that makes being the home team all that more meaningful.
- Starting pitcher clutch - This isn't in the C&D game but just as hitters have clutch ratings, pitchers get theirs too. It is a black box but SOM researched those (when available for a season) and I go for anything that makes the game a bit more advanced than the C&D version without being too silly.
- More baserunning decisions - This overrides the C&D game rules on base hits with an asterisk next to them (such as SINGLE**). Singles and doubles can be stretched. In addition triples can even be stretched for inside the park homers!
- Doubles/Triples options - According to SOM, they feel it is a little too easy to get triples in the C&D game. So triples may turn into doubles. In addition ballparks has double/triple ratings (similar to the C&D game's singles/HRs rating). Finally, Guard Lines become a defensive option, which adds depth to defense management.
- Force daily injuries - If a player is overused in the computer season, this option causes him to be injured for one game. However if the player continues to be considered overused, he will keep getting those day-to-day injuries. This option may be useful for those who want realistic usage numbers. I personally do not care about that for my replays and leave it off.
- Realistic throwing errors - Outfielders with higher error ratings may throw the ball way off target if trying for the lead runner rather than the cut-off man. I select this for added depth.
- Allow extra pre-1920 errors - This option keeps the high chance of errors for rosters on and before 1920. Check for this for seasons on and before 1920. Turn it off to enable those fielders to not be so error prone compared to today's fielders with their modern gloves.
- Pitch-Around option - This is a black box that makes it easier to get a batter out late in the game (7th inning and after, and two outs). However it greatly increases the chance of walking the batter. I don't like it because it is too situational - it won't become available until the 7th (why?) unlike other strategies. In addition if an ace pitcher and a swing-at-everything batter faces off, if there is no possible walk result (hypothetically speaking), then it would be an almost automatic out. I like the intention to add depth to managerial strategy, but I find it too situational.
- Robbing HR Rule - This is in the C&D game and it is not an optional SADV rule. I enjoy the added depth of some parks allowing homers to be robbed. Some people may not like it because some parks have walls or fences too high for HR robbery to be possible.
- Correct Board Game Excesses - This is a black box in which the game adjusts the ability of certain players to get certain stats. In the help file, Greg Maddux is listed as an example - he will be likely to give up much fewer walks than other starting pitchers. This seems to be SOM's attempt at addressing the limitations of the C&D game so I check it.
- Allow Errors on Bunts - This is a black box in which the fielder assigned by the white die roll to field an error has a possibility of commiting an error. I see this as SOM's attempt to add depth to the simple bunting method of the C&D game.
- Allow Errors on Pickoffs - This black box, to my understanding, reduces the potential fielding errors for a pitcher but increases his probablity of committing a pickoff error. I assume pitchers with higher wild pitch and balk ratings are more likely to commit those errors. I almost never see those errors, though.
- Pro-rate injuries to length of season - This is only important if you are playing a season that has fewer games than traditional MLB seasons. It multiply your injury die roll by how much % fewer games your season has compared to the injured player's real-life season.
- Limit all injuries to current game only - I check this along with SADV Injuries in the Game Rules. I want injuries to occur, but not to have those players miss multiple games and spoil my what-if scenarios. This is a perfect compromise and it forces me to ensure I have the appropriate depth in my team.
- Allow Defensive Shifts - Oh boy. A lot of people really hate that rule, even though it is non optional per the rule book. The reason for the unpopularity is that the shift results are likely already reflected in the batters' cards. However, so are bunting for base hits. :-/ I used to check this option a few years ago for managerial depth. However, now I do not check it anymore because I now feel it is too situational. You can only use it with no baserunners and only with N power batters. Shifting is possible even with baserunners in real life. So like the Pitch Around option, I will leave this off from now on. If you do want shifting, the help files suggest you do not use it in seasons before 2010 since shifting was very rarely used back then.
- Catcher Blocking the Plate Rule - This is a non-optional SADV C&D rule. I know that the MLB no longer allows the catcher to block the plate, but I don't see it as "blocking the plate" per se despite SOM's label in the computer game and the rule book. I see it as the catcher applying his defensive skills (which gets very underutilized compared to other fielders in the game) to catch the throw cleanly and tag the baserunner.
- Extreme Batter-Pitcher Matchups - This is another new addition to the computer game (2018 edition) that a lot of people won't use, since the results are already in the cards. Depending on the advantage or disadvantage, a pitcher or batter will have better or worse results on his cards depending on who he is facing and at four different levels. I like it to be honest - it adds to managerial depth because I get to see a green or red color before the game when managing the starting lineup. It forces me to decide whether to rest, bench, or move up/down a certain player that I otherwise would not have thought twice about. I do feel its implementation in the game could be improved. The best way to know ahead of time of an extreme matchup is to view the Team Report. There doesn't seem to be any way to find out what potential matchups are in the middle of a game.
- Allow errors not shown on SADV X-Chart - This allows the possibility of E3s with certain players. This is the company's attempt to address the C&D game's limitation, so I use it. I haven't really seen an E3 yet but it is good to know the possibility exists.
- Throttle back "Monster" Cards - This is new for the 2020 game. Monster cards are basically players that pitched very few innings or batted against very few pitchers (usually in As-Played replays). Those players may be too strong (for example, 2 homers in 8 total at-bats) and the game (and other players) may Stratball that card (use the card solely because of the potential results printed on it). I personally remove players under a certain threshold from my replays anyway (usually at or below 50 ABs or 25 IPs). Still, I leave it checked as a fail-safe to prevent players who had little effect in real life from being overpowering in the game, especially since I do not replay seasons As Played or limit usage other than removing low-usage cards before the season begins.
Lineups and Usage
- Visiting [and Home] Team Lineup - Since I replay with no usage concerns, I use Primary without Rest. You will want to select different settings depending on the kind of replay you are undertaking or the league you are in.
- Scheduled Days Off - The program looks at the teams' schedule and give them game "day offs." It basically forces the pitchers and injured players to rest a day. You don't want to forget to do this, so this is a great option to select.
- Auto Swap - You can turn on or off trading with computer teams. I have never used it as I prefer to have the same players in all teams in season replays from start to finish. I don't know if the trading engine is any good compared to other sports games I have played in the past.
- Minor Leaguers - For my replays, I limit my roster to 25 players but allow the computer teams to use minor leaguers. If I play more recent seasons that has a greater player pool, I may prefer the 40/25 Method. Whatever you choose, keep in mind the game engine cannot handle more than 25 batters and 15 pitchers. If your team has more than the maximum number, I suggest you remove players unlikely to be used so the computer manager doesn't skip over players who deserve to be in the roster. For instance in my 2017 replay Noah Syndergaard was not used at all by the Mets no matter what I tried with the computer manager. It wasn't until near the end of the season that I realized the game's limitation. It stinks but I'm grateful we even have a computer version of SOM baseball (with NetPlay to boot!) in the first place.
- Overusage - I do not worry about overusing players, so I Ignore it.
- Target Eligible for 25 Man Roster - I believe this was new for the 2019 game. In the older games, the default for generated computer managers was 15 batters and 10 managers. You can set a preference this way. The modern game seems to use 13/12 and 14/11. Older seasons with more durable pitchers and without DHs should use 15/10.
- Use "Super Hal" - I do not use Super Hal at all, and the game's default computer managers do not use it by default. I believe you would want to select this if you play in a league where human teams have Super Hal set up for the Bulpen, Lineup Subs, and Pinch Runners/Hitters.
- Allow Extra GS For Certain Pitchers - If you want true-to-life usage of pitchers during the dead ball era, select this. If you want maximum compatibility with latter years, unselect this to force those workhorse pitchers to rest like more modern starting pitchers.
- Use Actual Pitcher Batting Cards - If a SOM season comes with pitchers' batting cards, select this option so you wont use generic batting cards. Some tournaments do not allow them. If SOM made cards for hitting pitchers, I certainly will use them.
- Warn When Actual Usage Exceeded - This is only needed if you want to make sure you do not overuse players in a replay, or if your league has usage limits.
Game Preferences
- Entry Mode - Dice Mode, of course. Unlike computer games that allow manual entry of dice rolls (such as Digital Diamond Baseball, SOM only allows you to input action and fielders. I end up just letting the computer game's dice do their thing. I don't use the Regulator - I could just play RBI Baseball instead. The Preswing Play by Play is like an even more detailed Play by Play level, but for some reason dice rolls are not shown so that is a no for me.
- Play by Play Level - I usually set it to No. I don't like the Detailed Play by Play - some of the events are a bit dumb like the team doctor coming from the dugout to check on injured players. My maximum would be Normal. Sometimes I just like to turn Play by Play off and imagine the action in my head.
- Results & Options - I like to see the flight of ball visually - I just max the speed to 0. Show Board Game Information is a must to help me review any rolls and their results. Display Trivia Questions is always a fun way to spend the bottom of the 7th, and the questions are very varied. For some reason I haven't played a replay with Display Newsworthy Events, but I leave it checked just in case. The last two options are only if you are editing and testing the Play by Play.
- Computer Manager - Visitor and Home are automatically checked and unchecked and stays that way, so no need to worry about them. I Turn Off Suggested Defensive Strategies because I know the game mechanics well. I even have all keyboard shortcuts memorized. In fact, the only time I use the mouse during the game is to make substitutions or to check on pitchers. Beginners should leave it checked until they develop a good feel of the game mechanics. They can certainly override the suggested strategies during the game.
- Speed - I find anything over 1 too slow for Flight of Ball. 0 is good - I can still easily track the animated ball. For Normal Play by Play I like 8. If I use No Play by Play I usually set it at 5.
Dice/Cards/Splits
- Dice Input - For Manually, yoou have to click on the dice window multiple times to start and stop rolling. I prefer Automatically, which does everything for me with one press of the Enter key.
- Card Image Options - I can't imagine a serious SOM player not purchasing the Card Images and not checking Shwo Cards in Notebook. Perhaps such a player wishes to avoid any possibility of Stratballing.
- Dice Stop - I find it more exciting to do Single Die & Best Column. When I see the batter's best column message, I visualize a nice and fat pitch coming for the batter to mash. However when I play C&D, I roll all three at the same time just to save time.
- Split Input - Before SOM used a 20-sided die, they used two decks of split cards, numbered 1 to 20, shuffled together, drawn randomly, returned, and reshuffled when the deck is empty. I wonder if the team was inspired by watching or playing a game of Dungeons & Dragons and utilizing a 1d20 instead. I prefer automatic for speed and less clicking. However you can actually input the die roll manually for splits, which implies they are truly random in the computer program, unlike the three six-sided dice. Ah, I can save the physical rolls for my C&D sessions.
- Other Options - I enjoy seeing the SADV Fielding Chart being animated as I see what the range and error results are. I believe the speed follows the play-by-play speed so if it is too fast or slow, adjust the play-by-play speed accordingly.
Autoplay
- Output - What - I am a stathead, I must have all three! You probably can survive without scoresheet, but I feel like PAC should be mandatory to tell the full story of the game. I am still waiting for the SOM team to turn PAC on for their 2020 Season Simulation!
- Output - When - For autoplayed games, I don't need the files unless there is an event (see the next image). If I want to read the less interesting games I check the Daily Reporter option.
- Output - Where - Save to File. They can always be printed later.
- As you can see, I check everyting except for Save For One Team Only and View Scores During Autoplay. For the latter, I like the surprise of finding out at the end of my game who else had won, especially durig pennant races. I use and view the Game Story, Condensed Play Log, and Daily Reporter all the time. Create Game Result Files in HTML is a must to easily share my results on the web. Subsets are worth it for intensive analysis. They do take up space on computers with limited storage, though.
Events
I don't want too many Events results. Three for pitching and three for hitting are good enough. Shutouts are for team shutouts, not starting pitchers' shutouts. FYI Event Codes range from A for shutout, B for 2 or less hits, C for 15 or more runs, and so on until the letter O. N, conveniently, represents a no-hitter. :-)
Miscellaneous
- I Display Game Notes at Startup. It won't show up for the first game of a replayed season. For the second game onward, they will appear before the ballpark entry. A Game Note reads like a newspaper preview of the game you are about to play. It also gives you a quick overview of who are hot and not, and any ongoing hitting streaks.
- If you have a league with pitcher's hitting cards, select Hide Pitcher's Hitting 99 Leagues to hide them from your Leagues list in the main menu. Uncheck it if you want to be able to view those cards as long as you are in the middle of a game. Even if those leagues are hidden, their cards will still show up in the game.
- Finally - I was asked this once - my fonts setting are: Names on Field - MS Sans Serif, Regular, 15
Scoreboard Font: 18
Out Of Town Board: 16
Play by Play: MS Sans Serif, Regular, 13
Park Info - 14
Main App Font - @Arial Unicode MS, Regular, 9
Monitor screen resolution: 1920 x 1080
I hope you found this page interesting or helpful. Every Strat-O-Matic player is different. We have our own individual reasons for playing SOM and our individual settings reflect those reasons. I always look forward to future releases just to see the new additions and improvements to the computer program and to the game!