PLAYER UNIVERSE
In standard leagues, teams draft players from the whole NFL universe. However, custom leagues can choose to draft from both NFC and AFC player pools, or the league manager can choose to create an AFC or NFC players-only game.
ROSTER SIZE
Standard league rosters have slots for a total of sixteen (16) players per team. There are nine (9) starting slots. In custom leagues, the LM can adjust the roster size to best meet the league's needs. See Custom Roster Settings (below) for more information.
Bench (BE): The NFL players designated to be on reserve by the fantasy owner. These players will be inactive and unable to accumulate points after their weekly game has started. The maximum number of BE slots is determined by the number of starting slots in your league. The maximum number of players you can have on your roster (active and bench) is 40.
Injured Reserve (IR): Custom Leagues Only: NFL players can be put on the IR if they cannot play because of an injury. Players can also be put on the IR if they are inactive in the upcoming game(s) for other reasons. ESPN's system determines who is eligible for IR. If a player is listed with an asterisk next to his name, he is eligible for your league's IR slot. During league creation, the league manager will decide if the number of IR slots will be 0-4.
SETTING YOUR LINEUP
You decide which players to start for each week of competition. Your Team page allows you to analyze each of your current players, review their performance (previous week, season to date, etc.) and freely move players between your Starting roster and Bench. Roster moves involving a player may be made right up until that player's team is scheduled to begin playing for the week.
When you make transactions, you must move one active player to the bench, or to waivers, when moving an inactive "benched" player to your Starting lineup. If you make a move that violates a roster slot, an error message will appear, notifying you to double-check the proposed transaction. You will need to ensure that you are moving players into eligible slots.
ADDING / DROPPING PLAYERS
In Custom leagues there are going to be many unclaimed players available in the player pool; these players are called "Free Agents". You may want to pick up one of these Free Agents (players not currently on a team in your league) for your elite team. You can search the player pool by going to the Players page.
The maximum number of players allowed from each slotWhen setting the number of 'STARTERS' and 'MAX ON ROSTER' for each slot it is important to carefully consider the number of teams in the league versus the number of available players in the game.
Likewise, if the league has a high number of teams in it and the league manager sets a slot maximum to a large number, some teams in the league could hoard all the players from that position so there's none available in free agency. In short, select your roster settings wisely! These are controlled via the pull down menus in the 'STARTERS' and 'MAX ON ROSTER' columns.
The ITF World Tennis Number is a new rating system for all tennis players across the world which will make it easier for everyone who plays tennis in Britain to organise and play against opponents of a similar standard.
We are trying to make it as simple as possible for tennis players in Britain to organise and play more matches as we know how hard it can sometimes be to find someone of a similar level to play against.
The system is slightly different for juniors. New players will initially be given a number, like in the current system, but unlike the LTA Rating system, once the player has recorded some match results the system will quickly give them a more accurate Number.
The ITF World Tennis Number will be issued to players who are 10 years or older. Any player who signs up for LTA Advantage membership will receive a ITF World Tennis Number at the start of the year in which they turn 10.
This will allow players to find appropriate matches based on match result data relevant to the type of event or competition they want to play in. It will also allow players of all standards and formats to track their progress.
Your World Tennis Number will be calculated at Set Level meaning if a player were to win a match 2 sets to 1, they would be rewarded with 2 set wins and 1 set loss whereas their opponent would be awarded with 2 set losses and 1 set win.
When players compete the algorithm will analyse the pre-match data of both players to predict the outcome of the match and compare this prediction to the actual match result in order to change a players number.
Due to the differences in the actual match results submitted by both players it is possible that Player 2 may have a higher ITF World Tennis Number than Player 1 and demonstrates how the ITF World Tennis Number is based on quality as opposed to quantity of match results in order to move along the scale.
This means that regardless of the level of two players competing against each other (whether they have a lower ITF World Tennis Number than each other or not), if a player performs better than the algorithm predicts they will then their ITF World Tennis Number may go up.
The ideal max number at a regular-size table is 9 players and a dealer. 10 is also not uncommon. Some larger tournaments will occasionally place 11 at a table in the early stages until the field is narrowed a little. Any more than that and you'll have a game that is super tight, both in terms of the poker and the space available to you. The theoretical max at a table is limited only by the number of cards available in the deck. 52 cards, and 8 are used up as part of the board (5 cards shown plus 3 total burn cards). That leaves 44 cards remaining, and each player gets 2 of them, so I guess you could have 22 players if you had a big table and skinny people. Of course, a game like this would be no fun for anyone, dealer or players.
the community cards need to be eight, 4 on the flop, two on the turn and river. leaving 44 cards for player hands or max of 22 players, this might be interesting online, but in a casino, you would likely be bored to distraction IMHO. this is enpough for an 11 handed Omaha game.
I believe the minimum is 4 and the max 7, however 4 would be hard-pressed to survive the amount of combat in the scenarios in my opinion.The Scenarios are Tiered with two tiers so far. Tier 1&2 and Tier 4&5. It was explained to me at the event that if you were level 3 (the party that is) you would be permitted to choose which Tier you would like to run through. Min is 4 players and one DM (and we did it with silent tide, so its possible) Max is 6 players and one DM AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Mark Gedak 27 Aug 18, 2008, 01:30 pm So what do you do if you only have three players for a home game. I believe players cannot run multiple characters concurrently.
I did. That's why I have three. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Herald Aug 19, 2008, 07:06 am Real Troll wrote: What is the minimum number of players required at a table for PFS play? What is the maximum? How does one calculate the "APL" or level of play for the table? Average the parties levels together by adding them up and dividing by 4 (this was WOTC idea of APL).At Gen Con the least you could have at your table was 4 and the most you could have was 6. That was set out by Josh on Wednesday night before the con.
Having read the adventures, 6 should be more than plenty to ensure that they have enough to survive. I have run one of the adventures for a home group that only had 4 players and they got through it fine.
A party of six 2nd level players should move through most of the tier one adventures without a problem. Adding a seventh really just makes combat go longer, so for con play, that's not desirable. But for a home game that's not as much of a consideration.
One of the parties I had included two clerics. They had a pretty easy time of it. If you have a party like that with seven, chances they would be fine. Keep in mind, all of the characters start with a bonus feat so they are already more powerful than your standard character and have more points than a standard point buy.
Six is the maximum. If you have seven players (not counting GMs) show up, then you can run seven so long as everyone is okay with it. I see seven as being the farthest you can stretch upward since eight would be two tables of four.
Also, even with 7 players (and certainly with 8 or more) the game is just not that fun, and that reflects poorly on the campaign. We want people to enjoy their Pathfinder experience. If you are starting to muster 7-player tables in your area, it's a sure sign that it's time for more judges.
Previous experiences when 9 people show up (8 players), the tables are split. One DM running two tables simultanously. Hard, but with dungeon crawls without some very tricky murder solving mysteries it's doable.
Even after regulation changes and increased media scrutiny, succinct NFL concussion incidence rates have not been reported by position since the 2007 season.2,3 The lack of available literature suggests the need for an evaluation of current concussion incidence in football to validate the accuracy of past reporting and the efficacy of recent rule changes. NFL players serve as a useful study cohort because of the availability of public data sources.
Concussion incidence has been previously described in the literature utilizing multiple methods of calculation. Prior reports have calculated concussion incidence rates either by the athlete exposure (AE) metric or the game position (GP) metric. The AE metric provides an overall risk assessment per session of athlete participation and has been used in multiple reports of football-related concussion incidence.6,7,11 It can misrepresent the risk of SRC for a given athlete or position because it is calculated using the number of players on an active roster (46) and assumes that all players, regardless of playing time, are equally exposed to injury over the course of a given game. Furthermore, when calculating concussion rate by position using AE, there is the possibility of misrepresenting positional incidence; the AE metric assumes that a team will have the same number of players at a given position on its active roster. Therefore, AEs are most useful in team-based analyses of concussion incidence unless used prospectively with exact roster data.
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