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Advice on starting a Dynasty/Salary Cap/Contract league (1 Viewer)

ctownwp22

Footballguy
Hi, I've been doing a straight up dynasty league for a while and I love it, but I've really been wanting to do a dynasty league with salaries, a cap, and contracts. The problem is that I'm not sure how to set up the rules. I was wondering if anyone had any advice or could even just give me a link to a site that has ideas for this. Thanks, I'm really looking for help with deciding…

What to set the cap at? I know it's really an arbitrary number, but I like a roster size of about 25-28 players, with team defenses, so what number cap would work out well? I'm afraid I'll set the cap number and then in a year or 2 realize it's way too high or low.

How to assign contract length to player? i.e. Can you give anyone any length contract you like, or should there be restricitons to the number of 5-year contracts, etc?

How does cutting players work? Is there a cap penalty, or should you just be allowed to cut whoever you want whenever you want and their salary comes off the books?

Free Agency during and after the season? What's the best way to do it? Blind bidding? Open bidding? Should I implement unrestricted FAs and restricted FAs, as well as Franchised players?

Rookie Contracts? How do you assign salary and years to rookies drafted every year?

Soft or Hard cap? Should you be able to go over the cap during the season via trades? or should it be a hard cap?

Sorry for the long post, I know I'm asking for a lot of help here, but I really just want to find out what works the best in a league like this. I don't wanna screw it up and have to make big changes year after year until it's fixed. Any help would be greatly appreciated. Thank you.

 
Hi, I've been doing a straight up dynasty league for a while and I love it, but I've really been wanting to do a dynasty league with salaries, a cap, and contracts. The problem is that I'm not sure how to set up the rules. I was wondering if anyone had any advice or could even just give me a link to a site that has ideas for this. Thanks, I'm really looking for help with deciding…

What to set the cap at? I know it's really an arbitrary number, but I like a roster size of about 25-28 players, with team defenses, so what number cap would work out well? I'm afraid I'll set the cap number and then in a year or 2 realize it's way too high or low.

How to assign contract length to player? i.e. Can you give anyone any length contract you like, or should there be restricitons to the number of 5-year contracts, etc?

How does cutting players work? Is there a cap penalty, or should you just be allowed to cut whoever you want whenever you want and their salary comes off the books?

Free Agency during and after the season? What's the best way to do it? Blind bidding? Open bidding? Should I implement unrestricted FAs and restricted FAs, as well as Franchised players?

Rookie Contracts? How do you assign salary and years to rookies drafted every year?

Soft or Hard cap? Should you be able to go over the cap during the season via trades? or should it be a hard cap?

Sorry for the long post, I know I'm asking for a lot of help here, but I really just want to find out what works the best in a league like this. I don't wanna screw it up and have to make big changes year after year until it's fixed. Any help would be greatly appreciated. Thank you.
I have the same questions...anyone?
 
I played in 2 leagues like this a few years back. I ended up dropping out of both as a fair amount of owners in each didn't "fully participate" and the league got "lopsided", so go for it ONLY if you are sure you have long term crew of solid guys, as there is a LOT to keep up with. Here is a little input on how we did those leagues:

~125K HARD cap, but 24 hours to clear cap overage after a trade/draft etc.....no max salary but $500 minimum salary

40 year contract cap per team but we only had a roster of 18 (16 team league), so yours could be higher....a good guide might be 2-2.5 x roster limit

No contract cap per player but a cut player had a salary cap hit....I think it was 20% of salary times # of years left on contract

Contract years for player acquired before year 1 and players acquired in the off season in the following years were assigned before season started, WW pickups get contract years assigned upon pickup in the regular season

Renegotiate 1 contract per year in the off season, put guy up for bid and owner could match/no match highest bid and reassign contract length

Year 1 an auction for all players (including rookies) is probably best....year 2+ do the rookie draft, then have some type of bidding on FA's who's contract expired the prior year, then FCFS pickups after this bidding concludes

No pickups after the FF regular season til after the above

When contracts expire at year end the player goes to FA bidding the next year

Year 2+ rookie contracts fixed at some scale, for example....20K/18K/15K/14K/13K etc

If I still had a copy of these I'd send them out, but I don't, BUT, I'm sure many guys here have a great set of rules for leagues like this and will help out....

 
I run a league like this going into its 4th year. Its been successful enough that a 2nd league is starting this year.

-Salary Cap started at $150 and it increases 10% each year. Minimum salary is $1, no max. The cap is hard and if a player exceeds it as the result of a trade, he must immediately cut players to get back to the cap limit.

-Rosters are 25 man max during the season and 30 man max during the offseason.

-Before the first year, an open bid auction was held.

-The salaries for players under contract also increases 10% each year. Therefore, once you are awarded the rights to a player, you can give him any length of contract up through 5 years. Drafted rookies can be given max contracts of 3 years. The 10% increases are always rounded up to the nearest dollar. Because of this, teams cannot give all of their players multi year deals.

-If a player is cut, the cap hit is 25% of the max salary in his contract for half the number of years remaining on the deal, again with everything rounded up. So, a if a player with 3 years left on his deal is cut, the owner incurs a cap hit for 2 years. Because of this rule, owners also hesitate to give out lots of long term contracts. There is no renogiation of contracts, once a contract is set, thats what it is. When you originially win a player at auction though, you do have the right to award him a front loaded contract which is basically the salary in reverse. So a $1 player could be frontloaded a 2 year deal making his contract $2-$1 instead of $1-$2.

-When a player's contract is up, that owner can tender him a contract. There are different tender levels.(we use $1, $4, $8, $13, $17, $21, $25).

-There is then a Restricted Free Agency Period where any and all players who have been tendered are auctioned off open bidding style. The tendering owner then has the option to either match the contract and keep the player or let him go. Depending on the tender originally given to the player, if the tendering owner elects not to match he would receive anything from no compensation ($1 tender), to 1st, 2nd and 3rd round draft picks ($25 tender) from the owner who made the offer. We also have a rule that a player cannot be a Resticted Free Agent 2 years in a row. If an RFA is given a 1 year deal, he automatically becomes an UFA after the season.

-We then hold a rookie draft. All drafted rookies are on a set pay scale. Picks 1-3 are $8, Picks 4-6 are $5, Picks 7-10 are $3 and picks 11 and 12 as well as all 2nd and 3rd round picks are $1. Because rookies are cheap while on their rookie deals and because rookie picks are needed to bid on RFA's, it makes them very valuable.

-After the rookie draft, we hold an Unrestricted Free Agency open auction for all undrafted rookies (who can then be given contracts up to 5 years in length) as well as any other players not on a roster.

-During the week in season, we also hold open bidding for any free agents. There is no blind or closed bidding at all. I think for this type of league, open bidding works much better.

-This is just a summary of the rules, the written version is about 8 pages long. If you have any other questions, let me know.

 
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There was a similar topic a couple of months ago. I've quoted what I posted there...

http://forums.footballguys.com/forum/index...p;#entry9746065

What my league does may be a happy medium for you. At first glance it's on the complicated side....Franchise/Transtion Tags, Restricted Free Agents, Rookie Draft, salary, contracts, signing bonuses.

In it's simple form...

Franchise/Transition tags - enable you to keep a player after his contract expires, or gives you a commodity to trade. Franchise = avg of top 5 base salaries; Transition avg of the top 10 base salaries.

Restricted Free Agents - Anyone acquired after the auction is signed to a 1 year deal with an owner option of a second year at double the base salary. -- gives owners a chance to keep players a second year who they were fortunate to find during the season.

Rookie Draft -- 36 selections are made and the base salary is structured.

salary/contract/signing bonus -- We have an auction; when you win the player in the auction you have to decide how long to keep the player (4 years is the max). 1 year = no signing bonus; 2 years = 10% signing bonus pro-rated over the contract; 3rd year is 25%; 4th is 40%. Anytime you cut a player before his contract runs out you get a cap hit.

We run August-December. Alot of the guys in this league are your average fantasy players. Everyone enjoys the league as far as I know.

If you think something like this is worth you looking into, pm me your e-mail address and I'll send you a copy of our rules. I'm also happy to answer any questions you or others may have.
As for your questions...What to set the cap at? I know it's really an arbitrary number, but I like a roster size of about 25-28 players, with team defenses, so what number cap would work out well? This is hard to say. Ours is 22 players and works. You don't want it to be so high that there are not players available in the auction. The cap will take care of itself. Our is $350.

How to assign contract length to player? i.e. Can you give anyone any length contract you like, or should there be restricitons to the number of 5-year contracts, etc? At the auction the winning bidder must immediately declare the length of contract. We go up to 4 years.

How does cutting players work? Is there a cap penalty, or should you just be allowed to cut whoever you want whenever you want and their salary comes off the books? We have signing bonus' which are calculated based on the number of years you choose to keep a player when you acquire him in the auction. If you cut a player then you are charged a cap hit based on the pro-rated portion of that bonus.

Free Agency during and after the season? What's the best way to do it? Blind bidding? Open bidding? Should I implement unrestricted FAs and restricted FAs, as well as Franchised players? Once the season ends no more acquisitions until the alloted period before the season (whether that's a rookie draft, tagged players, or the auction). In season, we have acquisitions but they are signed for only the current season with an option next season at double the salary. We have open biddng during the season and it works very well for us (it may not for you).

Rookie Contracts? Each slot into which a rookie is drafted is pre-assigned a value. For example, we do three rounds, with all 3rd rounders the minimum salary.

Soft or Hard cap? I think a hard cap is the way to go. Less problems for you as commish.

 
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Bump this thread next week sometime and I'll provide greater details of mine if I'm around.

 
How to assign contract length to player?

How does cutting players work?

I think these completely depend on the stability of the league and its owners. If it's a league of guys you've been playing with for years then 5yr contracts and penalties for cutting players sounds cool because it more accurately emulates running an NFL franchise..... but if/when you are in a league with a lot of owner turnover nobody is going to take over a team that will take several years to rebuild due to bad contracts and penalties for cutting players early.

Soft or Hard cap?

Is there ever a good reason for a soft cap? In fantasy sports or real sports.... soft cap is ridiculous.

The rest of the decisions just seem like personal preference to me.

 
What to set the cap at? We have $50,000,000 with a 300k min. Doesn't really matter what the # is set at as long as the min amount is relatively small.

How to assign contract length to player? i.e. Can you give anyone any length contract you like, or should there be restricitons to the number of 5-year contracts, etc?

How does cutting players work? We use a scale where the % hit is based on thwe years signed. Also there is a hit each year the player was signed. For example Player x signed to 3 year contact dropped the second year. The cap hit is 66% of his salary. The cap hit would then reduce to 33% of the salary the following year.

Free Agency during and after the season? Free Agnecy pre season we have a reg auction with the available Free Agents. In season we do blind bids. We have two auctions. RFA and UFA. RFA is where owners can bid on tagged players and if there are any bids the owner who tagged the player can choose to match the bid or let the player go and get a draft pick(s).2 1rst round picks if a franchise tag was used and a 2nd rounder if a transition tag was used

Rookie Contracts? We have a base 3 years with a 4 and 5 year option. 4th year raises the price 20% while getting a 5th year is expensive with the salry becoming the average of the top 10 players at the players position. The options have to be choose before the players 3rd season starts or the player becomes a UFA at the end of the season

Soft or Hard cap? Hard and have penalties for going over.

 
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Thank you for all the replies, I appreciate it. There are some great ideas so far that I'm definitely going to look into some more. If anyone else has any other ideas please feel free to post them. Thank you again.

 
Here are the steps and the thought process I went through in setting up my contract, hard salary cap league.

First I had to make a lot of decisions about what I wanted the league to be like and what I definitely wanted included. In my case I wanted:

1. Dynasty-like but I wanted more turnover than a true dynasty

2. I wanted closer parity between the offensive positions than most leagues have.

3. I wanted to use a lot more players in the starting lineup than most leagues use.

4. I wanted defensive players to not be an oversight, but I wanted the offensive players to be slightly more important... about a 60/40 split in total scoring between offense and non-offense players as a whole.

5. I wanted to use an auction primarily.

6. But I wanted to have a rookie draft using draft picks in an NFL style (that is, non-serpentine... last place picks first in every round).

7. I wanted to include some other positions especially if I thought they were something that skill could do a fair job of predicting... in my case, I added head coach and punter as fantasy positions.

8. I wanted more decision making on the part of owners than most leagues have.

So based on what I wanted to have, a lot of my decisions were made for me. Contracts and a hard cap fit well with both the slow turnover, use of an auction, and wanting more decision making, so I pretty quickly settled in on that.

Before I could do much more with contracts I had to finalize the starting lineup, roster size, and scoring system so I could see what the value of players would be. I went with min of 45, max of 55 players on the roster. 26 starters (1 QB, 2 RB, 1 flex QB/RB, 4 WR, 2 TE, 1 flex WR/TE. 2 DT, 2 DE, 3 LB, 2 CB, 2 S, 1 coach, 1 punter, 1 kicker, 1 team kick return). I adjusted scoring systems in MFL and checked the results and used a VBD-style approach to see what player value for that season had been. Decided TE's needed more ppr than others and gave them 1.0 ppr, with WR getting .5 and RB .25. Bumped up the IDP scoring until overall I met my 60/40 ratio I wanted.

Now I have my scoring system and lineup, I was able to determine what the value of these players in an auction SHOULD be. Maurile Tremblay has a nice article on doing that, and the Draft Dominator can do it as well.

I realized the structure of the contracts and the salaries would be a big deal. A concern to focus on is the cost of a well-priced, high-performing player vs the cost of a minimum salary player who turns out to be a stud. If your minimum salary is $1 and your stud costs $4000 and an average player costs $40, then the $1 stud is a bigger impact on the league than a league where your stud costs $100 and your minimum player costs $1 and your average player costs $10.

So using my values, I started playing with different minimum salaries and team cap room. I decided to go with $1 as the minimum salary and adjusted the cap room from there. I liked what I saw when I used a team cap room of $500, which gave an average salary of $10 per player, and using VBD values would have the studs be worth about $100.

And I also needed a mechanism that would over time help keep salaries somewhere in the realm of what the player was performing at, and how I was going to do that had to be decided in conjunction with the above cap decision. In my case, I considered using a "salary increases every year by some %" method but rejected it in favor of a system that would make the owners use decision making to apply the increases in exchange for additional contract years. I went with a base 3 year contract... after year 2, the owner can give a 1 or 2 year contract extension but it carries with it a raise. So you get 2 years with a player at his acquired price and then have to decide if he's worth paying more in his 3rd year plus his added 4th and/or 5th extended years, or whether to keep him on the cheap in year 3 and then maybe lose him in free agency. I also added Franchise and Transition tags that can be placed on a player when his contract is up which get him paid as a top player at his position. With Tags and the extensions, someone could conceivably keep a player his whole career using these if he's willing to keep shelling out the raises to extend or tag the player.

I decided I didn't want salary cap penalties. On one hand, for a league with 660 players on rosters, that's a lot to keep track of, and second was I wanted a lot of activity, trades, waivers, etc. So I didn't want to add a feature which would limit them without really good reason. This is also why I have it so when a player hits waivers his contract is terminated and whatever salary he's acquired at is his new salary. Teams will cut good players mid season if they are vastly overpriced.

For waivers I went with blind bidding waivers with your bid having to fall under you cap when you take into account whoever you'll cut in the waiver move. The rookie draft requires setting of a base salary. After playing with the numbers I already came up with in setting the cap, I decided if I took the average salary of the bottom half of fantasy starters, that would give a 1st round player salary at each position that I liked, for the most part. I.e. we start 24 RBs (2 per 12 teams), so the average salaries of the 13th to 24th highest paid RBs is the 1st round rookie RB salary. There are also minimums for the positions where most players are just a couple of dollars like IDPs. I decided not to have the 1.1 pick have a higher salary than the 1.5 pick, for example, mostly because I wanted to encourage a lot of rookie pick trades. Salaries then drop off by 1/3 each round and are the minimum in round 4.

I know that is a lot to read through, but I'd really recommend that you use some sort of approach similar to mine for determining the cap number. Don't just pick a number. Decide your scoring and lineup and then determine player value and use that to actually make some spreadsheets of what players would cost in different systems until you find one that your league likes.

Decide what features you'd like to see in the league and then design your contracts to fit them. If you'd like to see my league's rules, you can find them here: http://football3.myfantasyleague.com/2008/...=24223&O=26

Hope some of that is of use. I got a lot of good input from FBG Bob Henry who shared with me his league's rules and how they had worked out for his league, so hope I can give something back. :lol:

 
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Here are the steps and the thought process I went through in setting up my contract, hard salary cap league.

First I had to make a lot of decisions about what I wanted the league to be like and what I definitely wanted included. In my case I wanted:

1. Dynasty-like but I wanted more turnover than a true dynasty

2. I wanted closer parity between the offensive positions than most leagues have.

3. I wanted to use a lot more players in the starting lineup than most leagues use.

4. I wanted defensive players to not be an oversight, but I wanted the offensive players to be slightly more important... about a 60/40 split in total scoring between offense and non-offense players as a whole.

5. I wanted to use an auction primarily.

6. But I wanted to have a rookie draft using draft picks in an NFL style (that is, non-serpentine... last place picks first in every round).

7. I wanted to include some other positions especially if I thought they were something that skill could do a fair job of predicting... in my case, I added head coach and punter as fantasy positions.

8. I wanted more decision making on the part of owners than most leagues have.

So based on what I wanted to have, a lot of my decisions were made for me. Contracts and a hard cap fit well with both the slow turnover, use of an auction, and wanting more decision making, so I pretty quickly settled in on that.

Before I could do much more with contracts I had to finalize the starting lineup, roster size, and scoring system so I could see what the value of players would be. I went with min of 45, max of 55 players on the roster. 26 starters (1 QB, 2 RB, 1 flex QB/RB, 4 WR, 2 TE. 2 DT, 2 DE, 3 LB, 2 CB, 2 S, 1 coach, 1 punter, 1 kicker, 1 team kick return). I adjusted scoring systems in MFL and checked the results and used a VBD-style approach to see what player value for that season had been. Decided TE's needed more ppr than others and gave them 1.0 ppr, with WR getting .5 and RB .25. Bumped up the IDP scoring until overall I met my 60/40 ratio I wanted.

Now I have my scoring system and lineup, I was able to determine what the value of these players in an auction SHOULD be. Maurile Tremblay has a nice article on doing that, and the Draft Dominator can do it as well.

I realized the structure of the contracts and the salaries would be a big deal. A concern to focus on is the cost of a well-priced, high-performing player vs the cost of a minimum salary player who turns out to be a stud. If your minimum salary is $1 and your stud costs $4000 and an average player costs $40, then the $1 stud is a bigger impact on the league than a league where your stud costs $100 and your minimum player costs $1 and your average player costs $10.

So using my values, I started playing with different minimum salaries and team cap room. I decided to go with $1 as the minimum salary and adjusted the cap room from there. I liked what I saw when I used a team cap room of $500, which gave an average salary of $10 per player, and using VBD values would have the studs be worth about $100.

And I also needed a mechanism that would over time help keep salaries somewhere in the realm of what the player was performing at, and how I was going to do that had to be decided in conjunction with the above cap decision. In my case, I considered using a "salary increases every year by some %" method but rejected it in favor of a system that would make the owners use decision making to apply the increases in exchange for additional contract years. I went with a base 3 year contract... after year 2, the owner can give a 1 or 2 year contract extension but it carries with it a raise. So you get 2 years with a player at his acquired price and then have to decide if he's worth paying more in his 3rd year plus his added 4th and/or 5th extended years, or whether to keep him on the cheap in year 3 and then maybe lose him in free agency. I also added Franchise and Transition tags that can be placed on a player when his contract is up which get him paid as a top player at his position. With Tags and the extensions, someone could conceivably keep a player his whole career using these if he's willing to keep shelling out the raises to extend or tag the player.

I decided I didn't want salary cap penalties. On one hand, for a league with 660 players on rosters, that's a lot to keep track of, and second was I wanted a lot of activity, trades, waivers, etc. So I didn't want to add a feature which would limit them without really good reason. This is also why I have it so when a player hits waivers his contract is terminated and whatever salary he's acquired at is his new salary. Teams will cut good players mid season if they are vastly overpriced.

For waivers I went with blind bidding waivers with your bid having to fall under you cap when you take into account whoever you'll cut in the waiver move. The rookie draft requires setting of a base salary. After playing with the numbers I already came up with in setting the cap, I decided if I took the average salary of the bottom half of fantasy starters, that would give a 1st round player salary at each position that I liked, for the most part. I.e. we start 24 RBs (2 per 12 teams), so the average salaries of the 3th to 24th highest paid RBs is the 1st round rookie RB salary. There are also minimums for the positions where most players are just a couple of dollars like IDPs. I decided not to have the 1.1 pick have a higher salary than the 1.5 pick, for example, mostly because I wanted to encourage a lot of rookie pick trades. Salaries then drop off by 1/3 each round and are the minimum in round 4.

I know that is a lot to read through, but I'd really recommend that you use some sort of approach similar to mine for determining the cap number. Don't just pick a number. Decide your scoring and lineup and then determine player value and use that to actually make some spreadsheets of what players would cost in different systems until you find one that your league likes.

Decide what features you'd like to see in the league and then design your contracts to fit them. If you'd like to see my league's rules, you can find them here: http://football3.myfantasyleague.com/2008/...=24223&O=26

Hope some of that is of use. I got a lot of good input from FBG Bob Henry who shared with me his league's rules and how they had worked out for his league, so hope I can give something back. :goodposting:
Thank you! Loved the post! I really like alot of your ideas, and I will definitely check out your league and use some of your ideas.
 
Just saw this post (I don't get out much these days apparently). Feel free to PM me if you'd like to see our league rules and format. I've been running a salary cap, dynasty, auction league with a rookie draft, player contract, franchise/transition player tags, etc for about 16 years now. This type of league isn't for the thin skinned, especially if you're the commish. :)

PM me for league rules and URLs. I'm happy to answer questions and help you get it going. There's a lot to think about.

Key takeaway for you: No matter how much you think of all the potential situations and plan ahead, you'll encounter crazy situations that you simply couldn't have thought of ahead of time. On the flipside, leagues like this are a ton of fun, very challenging and very rewarding when your team does well.

Good luck!

 
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