SCHOLARSHIP TERMINATION
SEQUELAE
(STS)
As agreed upon during the summer of 2000, there may be
unwanted consequences for a program which terminates the scholarship of a
player ("runs the player off the team"). The chances of a bad outcome are small for the program which uses
this practice selectively, but with each scholarship
termination (ST), the chances of a negative consequence increase, so that a
program which abuses this practice will eventually be hurt by it.
If a school elects to terminate a scholarship, it must roll
for potential sequelae. The dice roll
outcomes will be determined by how many ST's the program has had within the
previous 6 years. (Note: TAD and The Governor
agreed to grant LSU risk-free ST's in 2000 in exchange for a strict STS
policy.)
The rolls (roll two
6-sided dice):
First scholarship termination in 6 year period:
2 - rejected player
returns home and badmouths program*
3 - transfers
within conference (re-recruit and re-roll all improvements)
4 - transfers out
of conference**
5 - transfers to
school who finished 2nd in recruiting
6 - transfers out
of conference
7 - transfers out
of conference**
8 - transfers out
of conference
9 - transfers to
school who finished 2nd in recruiting
10 - transfers out of
conference**
11 - transfers within
conference (re-recruit and re-roll all improvements)
12 - randomly pick a
"friend" of this player on your team; he is demoralized****
Second scholarship termination in 6 year period:
2 - recruits become
wary of your promises****
3 - rejected player
returns home and badmouths program*
4 - transfers out
of conference**
5 - transfers to
school who finished 2nd in recruiting
6 - transfers out
of conference
7 - transfers out
of conference**
8 - transfers out
of conference
9 - transfers to
school who finished 2nd in recruiting
10 - randomly pick a
"friend" of this player on your team; he is demoralized**
11 - rejected player
returns home and badmouths program*
12 - recruits become
wary of your promises****
Third (and any additional) scholarship termination
in 6 year period:
2 - recruits become
wary of your promises****
3 - rejected player
returns home and badmouths program*
4 - randomly pick a
"friend" of this player on your team; he is demoralized**
5 - transfers to
school who finished 2nd in recruiting
6 - transfers out
of conference**
7 - recruits become
wary of your promises****
8 - transfers out
of conference**
9 - transfers to
school who finished 2nd in recruiting
10 - randomly pick a
"friend" of this player on your team; he is demoralized**
11 - rejected player
returns home and badmouths program*
12 - recruits become
wary of your promises****
Notes:
- Unless otherwise specified, player must sit out one year before becoming eligible for new team.
- Unless otherwise specified, player can use 10-sided die to improve after redshirt year.
- As agreed upon July 2000, only human-coaches teams need roll for these sequelae.
* you get '0' impact on recruits from his homestate for one year
** player transfers out conference, to the school (to be determined) which will be your
first round opponent in your next NCAA Tournament ... and will face you with his A card
*** roll two 6-sided dice for demoralized friend:
(2-4) transfers to same school
(5-7) doesn't work hard over summer; no improvements
(8-12) he gets over it
**** '0' impact on all recruits for one year; then 1/2 true impact
the following year
SCHOLARSHIP TERMINATION -
Updated Tally
2000
No terminations.
2001
LSU
terminated Wilford Leezer. (Rolled a 4). Transfered out of conference (to LSU's 1st Rnd
NCAA opponent in 2002 tournament - TBD).
2002
REDSHIRT POLICY (finalized 1/25/00)
Any player can be redshirted. Coaches are discouraged from redshirting top recruits who would probably not be receptive to a redshirt.
This player must be designated during the summer, before his improvement roll. He does not roll that summer, but can use an 8-sided die the following summer for improvements.
MEDICAL REDSHIRTS
Players injured during the summer can be redshirted. They too, should wait until the following summer to roll improvements. These "medical redshirts" use the standard 6-sided die, or as designated by the envelope.
Players injured during pre-conference games (mid-season envelope) can be redshirted, even if they've played all 5 non-conference games. They regain eligibility the following January 1 (they miss that SEC season and the following December games, before regaining eligibility for the next SEC season.
ACADEMIC REDSHIRT
Players suspended from play for the reason of deficient academics cannot be granted an additional year of eligibility.
Matrix Team Recruiting
(updated July 2000)
TAD will designate each recruit as a 2* ("two-asterick") recruit, a 1* recruit or a 0* recruit.
The 2* recruits
are the elite players in the Class.
They are good enough to start most anywhere in the country - as a freshman. The 1*
recruits are good enough to start - eventually
- anywhere in the country. The 0* recruits are the lesser talents, and
the occasional character who TAD wants to stay in the league.
IMPACT
The 0* recruit
will not be recruited by matrix teams.
For the 1* recruit,
all impact numbers for the matrix teams must be halved.
For the 2* recruit,
matrix teams get full impact, based on their current roster.
Note: Matrix teams cannot recruit over current players, and can promise recruits time only at their primary postion.
KEYING
The 0* recruit
will not be recruited by matrix teams.
Matrix teams may key on the 1* recruit, and will key on the 2* recruit. Roll the
special "matrix key dice" to determine if, and what extent, each
matrix team keys on it's recruits.
SEC Recruiting Keys
and Use of Energy Rolls for
Recruiting
(updated
summer 2000)
Recruiting Keys
Each SEC team can key on
three recruits:
"First key" - double dividends 8 and 10.
"Second key" - 8 and 10.
"Third key" - 8 only.
There is no 10 key, so that a team cannot gain advantage with a lesser
key.
Energy Rolls
Teams that have acquired an
Energy Roll through an envelope can use it to upgrade their recruiting key on a
chosen recruit.
It can be used to upgrade a second
key to a first key or to upgrade a third
key to a second key. It can be used for a third key on an additional recruit you otherwise wouldn't have
keyed on.
ACADEMIC ELIGIBILITY
Designations:
A student: outstanding student; very smart; will never
be in any academic trouble during career; automatically
passes SAT.
B Student: similarly, no academic risk,
and passes SAT without roll, but does notdistinguish
himself academically as does the A student
C Student: a legitimate student, but not assured of
gaining, or maintaining, academic eligibility.
D student: a very marginal high school student; will
have difficulty passing SAT, and continued difficulty
maintaining eligibility; unlikely to graduate.
F student: has no business going to
college, and a college has no business taking on an F student;
does not possess even elementary school
reading skills; cannot gain, or maintain, eligibility
without "help."
Note:
An "A student" and a "scholar" are not
synonymous. A C student could be a
scholar. Having a Scholar substyle
simply means he will chose a college based on academic reputation.
The SAT
Each recruit gets 3 chances
to achieve a qualifying score on the SAT:
twice before recruiting and once after. Roll two 6-sided dice:
A student - passes without a roll.
B
student - passes without a roll.
C
student - passes (7-12)
D
student - passes (9-12)
F
student - passes only with a roll of (12)
This roll actually is for freshman
eligibility, not simply the SAT.
A player who does not
achieve freshman eligibility must go to junior college, and can be re-recruited
in two years.