Fantasy Basebrawl Character Creation.
One of the more detailed aspects of the players is how they are created. Knowing the rarity of classes and races may help you in your decisions in drafting as well as becoming informed about the game and even creating your own league.
For public leagues - races are chosen from the season races. These are shuffled periodically(you can see the exact shuffle times on the Overview page.) For the season races, basically a race is chosen that matches a criteria of Chaotic Evil, Apathetic Evil, Lawful Evil, Chaotic Neutral, etc. which results in 9 chosen races that can fit these criteria. Because of the way races are drawn for the season - races that have larger alignment/law ranges are more “common” such as Human or Draconian while races that are very specific such as High Elf which is Lawful Good can only fit into 1 of the 9 potential season spots.
Races have no true advantage over each other but some synergize better with certain classes, certain positions or even other races.
When a league's players are created - it attempts to create a balanced amount of players of each race. Depending upon the racial composition, the exact classes and alignments can always vary from season to season.
Each race has a “special class” which is chosen at about 1/20th of created players for that race IF that player matches the requirements when it is “birthed”(such as alignment, gender, law, etc.) This means races with more limited scope in alignment or law have more of their special classes. Special classes are worth usually about +5 overall non special classes but because the game involves so many rolls, it does not always mean special class characters will be at the top of the attribute lists.
Other aura classes such as bards, war chiefs or anti-paladins all generate at about 10% the odds of other classes - even when selected making them quite rare. If the race has a special class with an aura - it ignores this rule. Aura classes generally take a hit on their attributes(you can see this when viewing the Glossary) so it is important to weigh them against the odds. Pitchers make interesting aura choices since their aura affects the game even when they are not the starting pitcher.
All classes otherwise have a perfectly equal chance of being chosen as long as the birthed character has a matching alignment, gender and law if so required by the class.
Classes generally come down to 5 types.
1. Generic Classes (Warrior, Priest, Wizard, Thief, Archer, etc.) These are simple +29/+9/+9/+9/+9 races that make one attribute great and ignore the rest. They tend to stick to positions very heavily for instance a Wizard Pitcher is godly but a Wizard anywhere else is terrible.
2. Hybrid Classes (Soldier, Cleric, Spellsword, Rogue, Moonbow, etc.) These are classes that split between 2 attributes such as the Soldier who has +19POW/+19AIM and +9 for everything else. They do that one thing a generic class does less effectively but can take on a separate role or synergize. A +19POW/+19AIM class can handle a stronger pitcher but isn't as effective at 1B defense or basebrawl events from HBP. Hybrid classes can help span bridges between offense and defense - for instance an archer is a terrible fielder but a Monk has a +19AIM/+19 GLV and might be able to be put into an important role while still being a decent batter.
3. Aura Classes - These include all the classes that boost a stat, boost all stats or gain stats from certain alignments, races or just in general. All of these classes have an inherent penalty on their attributes so don't expect as big of rolls on them when it comes to statistics but they can make up for their lack of personal contribution by their aura. They shine in positions that see less daylight OR some synergize with positions or classes. A moon elf bard, for example, is a decent pitcher compared to many other races while still utilizing a great aura. Auras on pitchers(not in game) or managers ALWAYS affect the team. These are usually balanced around 10 less OVR points than other classes.
4. Balance Classes - These are classes such as “Worker” or “Drone(Formian)”. They aren't very good at a single task and often make up the meat of a late draft. There is no reason to ever have a worker when there is a more specialized class waiting for that position or a hybrid that excels or synergizes in 2 areas. More than likely the worker will be not using 1-2 attributes most of the game so those extra points spread out are useless.
5. Race Special Classes - These are the wild card class. They don't follow the rules. They're still balanced around a +70 rule rather than +65 so they will average about 5 potential more points than non-race classes. For race special classes with an aura - they are balanced around +60 OVR.
Positions at a preference of : 10% of All Players Are Managers
otherwise
20+ Power is always a C, 1B, LF or RF.
20+ Glove is always a SS, 3B, CF or 2B.
20+ Arm is always a P.
15+ Arm is 50% chance a P.
If none of the above criteria happen -
the player will be chosen at random from all positions.
The general rule of thumb is
POW is great vs LOW ARM pitchers.
POW is great on 1b or other basemen for defense against chain basebrawl events.
POW synergizes with ACC for HOMERUNS but without ACC, HOMERUNS are hit or miss.
POW can result in random BIG PLAYS from HBP(again relies on LOW ARM pitchers)
GLV is great support for LOW ARM pitchers on team.
GLV may not be needed with HIGH ARM pitchers on team preventing fielding.
GLV is best for positions that see high fielding such as SS, 2B, 3B and CF.
GLV can cause “CHAIN OUT” events leading to DOUBLE and TRIPLE plays.
ACC is the only way to defeat HIGH ARM pitchers.
ACC can be countered by HIGH GLV fielders.
ACC is the single most important stat for making hits.
ACC is useless for defensive purposes.
SPD can result in stolen bases and is great vs LOW ARM pitchers.
SPD for OUTFIELDERS can stop XBH events.
SPD can defeat low arm fielders in “BEAT THE THROW” events.
SPD really needs to be synergized with ACC to get on base in the first place. SPD+POW is counter productive.
ARM is the only stat that matters for pitchers - arguably the most important position of the game.
ARM counters POW or SPD batters when pitching as it avoids HBP and lower ACC batters can't hit the ball very often for HR.
ARM can help close GLV results in “Beat the Throw” events.
ARM for OUTFIELDERS can stop XBH events.
Statistics for all characters are rolled at (rounded up 1/2 Race) to (Race+Class) for each attribute.
Let's look at an example of ARM on a HUMAN WIZARD.
Human's ARM is +5 and Wizard's ARM is +29.
This means a Human Wizard's ARM will be between 3(5/2=2.5)-34(29+5=34).
You can always view potential rolls for classes or races at a glance by visiting their profiles in the glossary. It is not necessary to memorize everything but it is useful for determining potential upcoming league compositions.
The way tolerant, intolerant and non-specified races react about morale vary quite a bit. About 5% of all generated players will have either TAINTED blood type or HERETIC patron following. Both are generally shunned. Intolerant races take DOUBLE the morale hit over non-specific races when it comes to these type of teammates. Tolerant races, on the otherhand, are more sensitive to law or alignment differences while not worrying about race, deity or blood types. For unspecified races(neither tolerant or intolerant), all things matter. Try to avoid a tainted or heretic player when there is a similarly skilled player unless you have a largely tolerant-orientated race team or plan on choosing Luna as your stadium patron(to ignore morale.) A few heretic or tainted players on an intolerant team can spell real trouble for team morale.