GURPS Baseball, v1.1
copyright 1992, 2000 by Brandon Cope

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There are several skills that are used for baseball; for the purposes of these rules; they include Hitting, Pitching, Fielding, Bunting, Throwing, Running and Baserunning.


Each fielding position is P/A and is considered a separate skill. However, there are several defaults:

Catcher: DX-7, any position other than Pitcher at -4
Pitcher: DX-6
First Base: DX-5, Third Base-1, Second Base-1, Shortstop-1, Catcher-2, Outfield-3
Second Base: DX-6, Third Base-2, Shortstop-1, First Base-3, Outfield-4
Shortstop: DX-7, Third Base-2, Second Base-2, First Base-3, Outfield-4
Outfield: DX-6, any position other than Pitcher at -2, -1 for centerfield


Batting is a P/A skill. A skill of 14 is about equal to a .260 major league hitter. When the character first gains the Batting skill, roll 2d6, +/- ST over/under 10:

4 or less: singles-hitter
5 to 9: normal hitter
10 or better: power hitter

A right-handed character bats right-handed, a left-handed character bats left handed and an Ambidexterous character can switch hit. Batting from the wrong side is -4 to skill; this can be bought off with normal Off-Hand Training. For players who bat from each side, determine their power (see above) for each side. If a right-handed batter gets an effective +1 to skill vs. left-handed pitchers and left-handed batters get an effective -1 vs left-handed pitchers.


Pitching is a P/H skill which defaults to Throwing-3. A skill of 14 is about average for a major league pitcher. Roll 2d6 on the table below to determine what kind of pitcher the character is (use the ST modifiers as per Batting):

4 or less: junk-baller
5 to 9: normal pitcher
10 or higher: power-pitcher


Baserunning is a P/A skill, which defaults to Running-3. This is a measure of being able to read the pitcher and fielders -- pure speed is usually not an asset in trying to steal bases (ask Herb Washington).


This is a P/A skill used for moving runners over. It defaults to Batting-3. It also has some use in bunting for a base hit.

Playing Rules


Due to the limits of using 3d6 to generate random numbers, it is not possible to realistically play a series of games (oer perhaps even just one game) with these rules. Thery are slanted more towards handling important moments in the game (such as when a PC is batting or is pitching against another PC or an important NPC). I have tested the system usiing a computer simulation and even a +/-1 change to the skill of the batter or pitcher creates an unacceptable large variation. There is one other option for playing a full season (see below)

Batter/Pitcher Interaction

This is treated as a contest of the batters Hitting skill and the pitcher's Pitching skill +3. Consult the tables below to determine the results of the contest.

Batter/Pitcher Interaction Table
Difference Result
8 or greater strikeout chance 1-3 on 1d6 (+1 if power pitcher or hitter, -1 if junk baller or singles hitter)
1 to 7 ball in play (see table below)
0 special play (see below)
-1 or -2 base on balls chance 1-3 on 1d6 (opposite modifiers under strikeout chance)
-3 to -6 single
-7 or less extra-base hit (see below)

Ball in play Table
Roll (1d6): +1 power hitter, -1 singles hitter Hit-To
1-3 infielder
4-6 outfielder

Ball to Infielder Table
Roll (2d6) Infielder
2 Catcher
3 Pitcher
4-6 Shortstop (Second Base if lefty hitter)
7-8 Second Base (Shortstop if lefty hitter)
9-10 First Base (Third Base if lefty hitter)
11-12 Third Base (First Base if lefty hitter)

Ball to Outfielder Table
Roll Outfielder
1 Leftfielder (Rightfielder if lefty batter)
2-4 Centerfielder
5-6 Rightfielder (Leftfielder if lefty batting)

Special Play Table
Not yet completed, but will included things like: Hit Batter, Rain Delay, Player Ejected, Player Injured, Bad Fielding Chance, etc.

Extra-Base Hit Chart
Not yet completed

Fielding Chance

If a infield player has a ball hit to him, he rolls against his Fielding skill. If he makes it, the batter is out. If he fails, roll a contest of the fielder's Throwing vs the batter's Running -- if the fielder makes his roll and wins the contest, the runner is out by a step. If the fielder makes the roll but fails the contest, the runner beats it out. If the fielder fails, he throws the ball into the dirt; one base for all runners. If the failure was critical, make it a two-base error.

Outfield players are handled differently; on a critical failure the ball is misplayed into a two-base error. If the roll simply fails, make a second roll; if this succeeds, then the batter gets the normal number of bases, but all baserunners get an extra base. If the second roll fails, then the ball is dropped -- one base error. If the second roll is a critical failure, three-base error.

Double Plays

A critical success on a fielding chance, or a successful fielding roll for an infielder with a runner on first base and less than two outs may result in a double play. Roll a contest of skills, using the Fielding skill of the defensive player (Throwing for an outfielder) and twice the Move of the batter, with a +3 for the runner. If the runner wins or ties, he is safe; otherwise, he is out.


This is a contest of the catcher's Throwing skill and 1/2 the runner's Baserunning skill plus their Move. If the catcher fails his roll, roll again to verify: on a second failure, the ball goes into the outfield and all runners advance one more base.


For those who would prefer to play out full seasons, GMs might prefer to use a computer or table-tob simluation. In this case, rather than skills, the PCs would buy an advantage called Baseball Player, the cost of the advantage depending on what player they choose to use the stats of. In general, an average major-leaguer should be 20 points and a Hall of Famer around 50.