Playing pool as it's normally played isn't really a test that tells us much. We don't really know if the system is 90% effective or you are (with or without the system). And even if we do know which it is, we don't know
why the system is effective, which is really what this is all about. We already know that systems work (I say it in just about every post) - we're discussing
how they work.
So you know what I mean about controls. Did you control your test so that we could tell whether it's the system or your skills that are working? How about so we can tell
how the system works (with or without adjustments)?
Finally, you've said what you mean by "easy". I was assuming you meant another definition (cut angle, as you said). I've done some thinking about the distance issue and can shed some light here.
Here's a chart showing the number of cut angles necessary to make all possible shots from various distances into pockets of various sizes. Using this chart we can figure out what percentage of all possible shots will go from various distances using certain systems.
View attachment 75548
So, for instance, a Fractional Aiming system that defines 5 cut angles (full, 3/4-ball, 1/2-ball, 1/4-ball, thin) will cover the following percentages of shots into a 5-inch pocket:
From 6 inches: 5/3 = >100% (some overlap)
From 12 inches: 5/7 = 71%
From 24 inches: 5/14 = 36%
From 36 inches: 5/21 = 24%
From 48 inches: 5/27 = 19%
You can see that this system only covers
all shots without adjustments when the OB is less than 12 inches from the pocket (I think it's really less than 9 inches). By the time the OB is 2 feet from the pocket the system only covers about 1/3 of all shots. So common Fractional Aiming systems obviously must include some adjustment for the vast majority of shots in an actual game. Even Joe Tucker's system, with 10 cut angles per 1/4 ball (the most that I know of), only covers all the shots if the shot distance is less than 18 inches (into a 5-inch pocket). To his credit, Joe teaches his students to adjust with "in between" angles to cover the rest of the shots at greater distances.
This same principle applies in different ways to all systems - because all systems define a relatively small number of ways to align shots (cut angles). That's their purpose: to simplify that process by reducing the possibilities from infinite to something more manageable.
Which system did you test? How does it reduce the number of choices the player must make?
pj
chgo