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Starting new Dynasty League from ground up. (1 Viewer)

Limp Dogg Bizkits

Footballguy
Looking at starting a new Dynasty league. I know that I want individual Def players and TE for sure.

Start 1 QB or 2? 2 Rb/ 3 WR and flex wr/rb or flex RB/QB???? 4 def players start or individual positions? 10 or 12 teams? I do not want to have a bye week.

The one thing I want to get away from is the RB's being too valuable. Manning should not be the same value as a #2RB. I would love to have a league where a LB could be drafted in the 2nd round.

What type of point system is best for more equal player points? Do you give points for rec so that WR's are more valuable, or does that just make RB's who catch the ball even more valuable.

What about keeping players? Keep as many as you want? Drop players if you want to draft rookies? Keep 10?

I would like to cap the $$$ at $100. Do you carry over $25 of it for next year to keep people interested?

 
Anything but WCOFF, which allows 1PPR to running backs (as if they need more of an advantage).

I prefer 12 team 2 or 3 divisions, 13 week sched, 6 playoff teams, playoffs in weeks 14-16.

Even though the league I commish starts QB, 2RB, 2WR, 1 TE, 1 Flex (rb, wr, te), k, def, I prefer the starting requirements for the newly formed Hyper Active Dynasty League.

1 Quarterback

1 Running Back

1 Wide Receiver

1 Tight End

3 Flex (RB, WR, TE)

1 Kicker

1 Defense

I also prefer this scoring format (same as Fantasy Legends II)

.5 PPR to WR and TE only

Rules for QB Event Range (Low-High) Points Test?

Number of Passing TDs 1-20 4 points each Test

Passing Yards 1-999 0.04 point for every 1 Test

Pass Interceptions Thrown 1-10 -2 points each Test

Passing 2 Pointers 1-10 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing Yards 1-999 .1 point for every 1 Test

Rushing 2 Pointers 1-10 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 1-999 .1 point for every 1 Test

Receiving 2 Pointers 1-10 2 points each Test

Fumbles Lost on Offense 1-10 -2 points each Test

Rules for RB Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 4 points each Test

Passing Yards 1-999 0.04 point for every 1 Test

Pass Interceptions Thrown 1-10 -2 points each Test

Passing 2 Pointers 1-10 2 points each Test

Number of Rushing TDs 1-20 6 points each Test

Rushing Yards 1-999 .1 point for every 1 Test

Rushing 2 Pointers 1-10 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 1-999 .1 point for every 1 Test

Receiving 2 Pointers 1-10 2 points each Test

Fumbles Lost on Offense 1-10 -2 points each Test

Rules for WR Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 4 points each Test

Passing Yards 1-999 0.04 point for every 1 Test

Pass Interceptions Thrown 1-10 -2 points each Test

Passing 2 Pointers 1-10 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing Yards 1-999 .1 point for every 1 Test

Rushing 2 Pointers 1-10 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 1-999 .1 point for every 1 Test

Receptions 1-99 0.5 points each Test

Receiving 2 Pointers 1-10 2 points each Test

Fumbles Lost on Offense 1-10 -2 points each Test

Rules for TE Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 4 points each Test

Passing Yards 1-999 0.04 point for every 1 Test

Pass Interceptions Thrown 1-10 -2 points each Test

Passing 2 Pointers 1-10 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing Yards 1-999 .1 point for every 1 Test

Rushing 2 Pointers 1-10 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 1-999 .1 point for every 1 Test

Receptions 1-99 0.5 points each Test

Receiving 2 Pointers 1-10 2 points each Test

Fumbles Lost on Offense 1-10 -2 points each Test

Rules for PK Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 4 points each Test

Passing Yards 1-999 0.04 point for every 1 Test

Pass Interceptions Thrown 1-10 -2 points each Test

Passing 2 Pointers 1-10 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing Yards 1-999 .1 point for every 1 Test

Rushing 2 Pointers 1-10 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 1-999 .1 point for every 1 Test

Receiving 2 Pointers 1-10 2 points each Test

Length of Field Goal Made 1-39 3 Test

Length of Field Goal Made 40-49 4 Test

Length of Field Goal Made 50-59 5 Test

Length of Field Goal Made 60-99 8 Test

Length of Missed Field Goal 1-19 -3 Test

Length of Missed Field Goal 20-29 -2 Test

Length of Missed Field Goal 30-39 -1 Test

Extra Points 1-20 1 point each Test

Extra Points Missed 1-10 -1 point each Test

Fumbles Lost on Offense 1-10 -2 points each Test

Rules for Def Event Range (Low-High) Points Test?

Fumble Recoveries (from Opponent) 1-20 2 points each Test

Interceptions Caught 1-20 2 points each Test

Blocked Field Goals 1-10 3 points each Test

Blocked Punts 1-10 3 points each Test

Blocked Extra Points 1-10 3 points each Test

Sacked a QB 1-20 1 point each Test

Safeties 1-10 3 points each Test

Total Points Allowed 0-0 10 Test

Total Points Allowed 1-6 7 Test

Total Points Allowed 7-13 4 Test

Total Points Allowed 14-20 1 Test

Total Points Allowed 28-34 -1 Test

Total Points Allowed 35-99 -5 Test

Number of Defensive & Special Teams TDs 1-10 7 points each Test

 
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Anything but WCOFF, which allows 1PPR to running backs (as if they need more of an advantage).

I prefer 12 team 2 or 3 divisions, 13 week sched, 6 playoff teams, playoffs in weeks 14-16.

Even though the league I commish starts QB, 2RB, 2WR, 1 TE, 1 Flex (rb, wr, te), k, def, I prefer the starting requirements for the newly formed Hyper Active Dynasty League.

1 Quarterback

1 Running Back

1 Wide Receiver

1 Tight End

3 Flex (RB, WR, TE)

1 Kicker

1 Defense

I also prefer this scoring format (same as Fantasy Legends II)

.5 PPR to WR and TE only
So you can start QB/RB/RB/RB/RB/WR/TE/K/D?????Seems to me that shifts the emphasis towards RB a lot more than the whopping 0.5 that WR/TE get per reception.

 
Anything but WCOFF, which allows 1PPR to running backs (as if they need more of an advantage).

I prefer 12 team 2 or 3 divisions, 13 week sched, 6 playoff teams, playoffs in weeks 14-16.

Even though the league I commish starts QB, 2RB, 2WR, 1 TE, 1 Flex (rb, wr, te), k, def, I prefer the starting requirements for the newly formed Hyper Active Dynasty League.

1 Quarterback

1 Running Back

1 Wide Receiver

1 Tight End

3 Flex (RB, WR, TE)

1 Kicker

1 Defense

I also prefer this scoring format (same as Fantasy Legends II)

.5 PPR to WR and TE only
So you can start QB/RB/RB/RB/RB/WR/TE/K/D?????Seems to me that shifts the emphasis towards RB a lot more than the whopping 0.5 that WR/TE get per reception.
Or you can start 4 WR :) I'll take Holt, Chad Johnson, Owens, and Fitz over 1 stud RB and 3 2nd teir ones.
 
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The biggest mistake I made last year in the start up year of my dynasty league was not combining the rookies and vets into a single draft. It wasn't a disaster, but I wish I would have combined the rookie and vet drafts.

Also I wish I had considered IDPs. By the time I did, it was too late. I recommend being very thourough down to the smallest detail.

Most prefer a draft in one night type of draft where each owner gets a minute or two to make a pick. I preferred this until last season, when I had a friend suggest an extended draft. At 8 hours per pick each owner had ample time to trade up and down during the draft. Mass trade negotiations during the draft was a new experience for most of us and we all really had a great time over the 2 weeks. I think it got the ball rolling for a league that is very active to this date.

It isn't for everyone, but when I seek out a new league, I look for a league with this draft format.

Just something for you to consider.

Good luck

 
My thoughts:

-There should be contracts. There needs to be more action in the offseason for veteran players than just shuffling around the 40th-50th players on each roster.

-Balance QB, RB, and WR. Maybe TE. Don't try to balance kickers or bring IDP scoring up to the offensive player level. If you do, you end up scoring way too many points for big plays, and you end up with a system where too many games are won by too much luck when a crappy FS intercepts a pass and returns it for a TD. I think a system where you have two tiers of positional scoring is possible and good: QRW in one tier and fairly equal, and the rest of the positions in another tier.

-This is a new league... consider dumping kickers. Who thinks they add to the fun of FF? Who thinks they're at all predictable?

-I'd consider 2 QBs to make them more valuable. Search for the thread/article on the balanced scoring system and starting requirements - I can't remember any of the details about it right now, but hopefully someone will remember and give you a link. I have a printout of the summary page in a folder at work that's a great thing to refer to when setting up league rules IMO. Something like QRWWWT + one flex at any offensive position (and scoring balanced between the positions) sounds like it might be right for 12 teams if you want to bring down RB value.

-I'd go with really deep benches. Some argue that it's frustrating when there's nothing on the waiver wire, but that's not really the case even with Zealots 53-man rosters. I think it's neat to look really deep into the player pool and try to find the hidden gems.

-If you're going to go IDP, don't skimp and go with four players - make it as many IDPs as you have offensive starters.

-Think about whether you want to split out DTs and DEs or combine them into a DL position. Do the same thinking for CBs and Ss. I don't have an opinion on which is better because I haven't played with them split apart.

-Do a lot of thinking about it before you get started. Bounce your rules off a lot of people looking for loopholes - don't end up changing the rules every offseason and having to make rulings on the fly.

-Have a free agency bidding process for in-season waivers. That gives everyone access to Gado when he springs up out of nowhere, as long as they want him badly enough.

 
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I like the ideas of having contracts. That leads into having a salary pool too. Like $500 per team or something depending on roster size.

I love the idea of no trades during the season as well. If there are to be trades they must stop when the NFL deadline is as well. Leagues are ruined with late trade deadlines.

 
My dynasty league's format is 1 QB, 2 RB, 1 flex QB/RB, 4 WR, 2 TE, 1 flex WR/TE. Full 4-3 IDP defense (2 DE, 2 DT, 3 LB, 2 CB, 2 Safety). 1 PK, 1 Punter, 1 team kick return unit, 1 team head coach. That's 26 players that start. We allow from 45 to 55 players per roster (the minimum because it's a hard salary cap, auction league).

RB get 1/4 pt/reception. WR get 1/2. TE get 1. Resulting scoring system is pretty balanced between the positions. My top 5 projected players last preseason in this scoring system were a Peyton, Moss, Gonzo, and Holt/LT (tie). As far as actual results, Gates, LT and Steve Smith were all within 1 ppg of VBD value of each other for most valuable player in the league. The TE10 was about equal to the RB10 in value.

IDP scoring I adjusted so it isn't an afterthought, but so that offensive players still have a little edge since they tend to be more predictable. The 11 offensive starters count for about 55% of points, while IDP and special teams account for around 45%.

Having the flex QB/RB gets rid of the big headache with starting 2 QBs (that being that there aren't enough QBs for everyone to have a backup), though most teams go with 2 QBs.

We have 3 divisions. Weeks 1-2 and 10-11 you play triple headers against your division, which avoids division games on bye weeks. Weeks 3-9 you have double-headers against out-of-division teams. Result, 4 games against division teams, 2 against non-division.

 
Having been involved with the start-up of three Dynasty Leagues (12, 14, and 16 Teamers), if there's one thing I would absolutely IMPLORE you to do, it would be to conduct your initial player disbursement via AUCTION...

It's a Dynasty League. The initial player disbursement is the foundation, the blueprint if you will, of how each Franchise Owner is going to go about building his team for years to come. What better way to ensure they all have some choice in the matter than to give every owner an equal crack at every player?

There are several quality threads in this Forum with Auction Info, and here's a site that should offer convincing arguments as to why and how Auction Drafts are superior to the traditional serpentine format:

http://www.fantasyauctioneer.com/proxy?:in...l:command=20000

As I'm adamant about this, I will say it again.

When starting up a Dynasty League, use an auction to allow every Franchise Owner the option of building his team as he so chooses. Give every Owner access to every player - it's the only fair way to do it.

I'm also a big fan of Contract Dynasty Leagues.

Contracts meaning 'year' contracts, not salaries. Some folks enjoy this, but in my opinion, managing to that detail makes FF more like work. Not my cuppa Joe...

I find the best guideline to be allocating a Contract Cap in the amount of 3 years per player. For example, if you have 40 man rosters (Offensive + IDP), each team would have a 120-year cap, the 120 years to be spread as each Owner chooses across his 40 players.

Doing IDP almost led me to an early grave, so I'm not involved in it any more, but if you are going to do IDP, I'd strongly suggest doing two separate auctions (or drafts, if you must)...one for Offensive Players and one for IDP's. Since you are cutting out Team D/ST, your Offensive Player Auction should be shorter, and your IDP auction won't be as long as the Offensive Player one...don't stress about time. Remember, it's a Dynasty League - you'll be selling yourself and the whole League short if you rush through anything...

If you use a Contract Cap, you are going to have situations where Owners want to cut players under contract. While some penalty should be assesed for this (not in the case of career threatening/ending injury, but in the case of bad judgement on the Owner's part), it shouldn't be overly harsh.

I prefer the idea that when you cut a player under contract, you still have to keep one year of the contract on your ledger during the season, unless another team picks up the player, in which case, you'd get your year back. At the end of the year, the books are wiped of all 'dead years'...

I think blind bidding waivers are a must for a Dynasty League...Dynasty represents a 'step up' in the level of play. Your waiver process ought to reflect this.

At the end of every year, players with 1 year contracts will become free agents. Are you going to have a Restricted Free Agent period? Once again, bidding is a great way to handle this.

What about Unrestricted Free Agents...and next year's Rookies?

Bidding is one option, but a 'previous year's reverse order of finish' draft is probably a better way to go. You could either bid on Unrestricted Free Agents, or use my preference, which is to include them in a Rookie/UFA Draft...it makes those Draft Picks even more valuable as tradeable commodities.

Exciting times ahead for you, friend...as has been already said, though: Don't rush anything - taking time now to flesh the details out will save you plenty of headaches down the road...

...and use this Forum to your advantage!!! As you can see, you've got one hell of a sounding board here if you have any dilemmas...

 
My thoughts:

-I'd consider 2 QBs to make them more valuable. Search for the thread/article on the balanced scoring system and starting requirements - I can't remember any of the details about it right now, but hopefully someone will remember and give you a link. I have a printout of the summary page in a folder at work that's a great thing to refer to when setting up league rules IMO. Something like QRWWWT + one flex at any offensive position (and scoring balanced between the positions) sounds like it might be right for 12 teams if you want to bring down RB value.

-I'd go with really deep benches. Some argue that it's frustrating when there's nothing on the waiver wire, but that's not really the case even with Zealots 53-man rosters. I think it's neat to look really deep into the player pool and try to find the hidden gems.

-If you're going to go IDP, don't skimp and go with four players - make it as many IDPs as you have offensive starters.

-Do a lot of thinking about it before you get started. Bounce your rules off a lot of people looking for loopholes - don't end up changing the rules every offseason and having to make rulings on the fly.
My :2cents: on these points;- If the league is 10 or smaller I'd go with 2 qbs, anything larger and I'd consider trying to balance the scoring so you can play a 2nd qb as a flex. If it's a requirement you'll inevitably have someone who doesn't have enough to cover bye-weeks and if one of his starters gets hurt decides to lose interest and stop trying.

- Regarding deep benches, I think this depends in relation to the stakes. In a bragging rights or low monetary stakes league then having deep benches is great, but I don't think I'd want that in a high stakes league just cause I could see it leading to a high owner turnover rate. If one team ends up in the basement and isn't likely to bounce back anytime soon I can see it being abandoned and then the league having a hard time fielding a replacement owner willing to shell out the money to spend a couple of seasons rebuilding.

- Agree, don't skimp on the IDP's you have to start. If you're going to use them go all out. This also increases their importance and the impact they have on games.

- Great advice here. Also make sure you add a provision in your rules for how the league will deal with unexpected complications so that at least there's a clear process for everyone to follow. After all it's almost inevitable that at some point some issue will come up that no one ever considered.

 
-I'd consider 2 QBs to make them more valuable. Search for the thread/article on the balanced scoring system and starting requirements - I can't remember any of the details about it right now, but hopefully someone will remember and give you a link. I have a printout of the summary page in a folder at work that's a great thing to refer to when setting up league rules IMO. Something like QRWWWT + one flex at any offensive position (and scoring balanced between the positions) sounds like it might be right for 12 teams if you want to bring down RB value.
The article you are probably thinking about.If you have any questions about it, just PM me.

 
I really dont like IDP leagues. I have dropped out of all but one. Im sick of some scrub IDP outscoring SA on a 4 TD day. If you make idp's score high enough to be taken in the 2nd round owners will drop out. Its too much luck IMO. It not bad when they dont outscore the top RB's and WR's but in most leagues they do..

 
Great advice here...

My thoughts:

-There should be contracts. There needs to be more action in the offseason for veteran players than just shuffling around the 40th-50th players on each roster.Check, contract system with cap

-Balance QB, RB, and WR. Maybe TE. Don't try to balance kickers or bring IDP scoring up to the offensive player level. If you do, you end up scoring way too many points for big plays, and you end up with a system where too many games are won by too much luck when a crappy FS intercepts a pass and returns it for a TD. I think a system where you have two tiers of positional scoring is possible and good: QRW in one tier and fairly equal, and the rest of the positions in another tier.Check, used 5 years average scoring data to model the system

-This is a new league... consider dumping kickers. Who thinks they add to the fun of FF? Who thinks they're at all predictable?Check, no kickers

-I'd consider 2 QBs to make them more valuable. Search for the thread/article on the balanced scoring system and starting requirements - I can't remember any of the details about it right now, but hopefully someone will remember and give you a link. I have a printout of the summary page in a folder at work that's a great thing to refer to when setting up league rules IMO. Something like QRWWWT + one flex at any offensive position (and scoring balanced between the positions) sounds like it might be right for 12 teams if you want to bring down RB value.Not for us, can force "player renting" to cover bye weeks in 12 team league

-I'd go with really deep benches. Some argue that it's frustrating when there's nothing on the waiver wire, but that's not really the case even with Zealots 53-man rosters. I think it's neat to look really deep into the player pool and try to find the hidden gems.Check, expanding over time, currently 30

-If you're going to go IDP, don't skimp and go with four players - make it as many IDPs as you have offensive starters.Check, 7 ODP, 7 IDP

-Think about whether you want to split out DTs and DEs or combine them into a DL position. Do the same thinking for CBs and Ss. I don't have an opinion on which is better because I haven't played with them split apart.Not for us, IDP was new for most guys so DL, LB, and DB for us

-Do a lot of thinking about it before you get started. Bounce your rules off a lot of people looking for loopholes - don't end up changing the rules every offseason and having to make rulings on the fly.Check, reviewed probably 100 rulebooks and analyzed the rulebook for holes over the course of several months

-Have a free agency bidding process for in-season waivers. That gives everyone access to Gado when he springs up out of nowhere, as long as they want him badly enough.We opted for prioritized picks, worst to first, I know this isn't for everyone, but with deep benches we have very few pickups on a weekly basis
 
-I'd consider 2 QBs to make them more valuable. Search for the thread/article on the balanced scoring system and starting requirements - I can't remember any of the details about it right now, but hopefully someone will remember and give you a link. I have a printout of the summary page in a folder at work that's a great thing to refer to when setting up league rules IMO. Something like QRWWWT + one flex at any offensive position (and scoring balanced between the positions) sounds like it might be right for 12 teams if you want to bring down RB value.
The article you are probably thinking about.If you have any questions about it, just PM me.
Yeah, that's the one. I used the 14-team rules for a redraft league last year and it worked really well, I thought. The draft was totally unpredictable.
 

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