Socrates wrote:If the cop claims, the doc enabler should counterclaim him (or possibly get the drop on him by claiming first), that way if the counter fails, then the doc is disabled and the scum are free to kill the cop. two power roles dealt with for the price of 1 scum in even the worst case scenario (and even better if the scum is believed) seems like an even trade.
I hope that game gets chosen, because I would love to play it.
I had the same thought when I ruminated on this, actually. Leaves 10-2 with the vig, and a doc which can't do anything but is a confirmed innocent if not counterclaimed (and 1-1 for a role which can't do anything isn't worth it). Which is balanced. And since the cop can almost certainly do better than this by waiting, then it's probably not broken.
As for wanting to give the vig an extra kill, well, I think this weights it too much towards town. (Plus, 13p doesn't actually do this- in 9-3, presuming the doc doesn't save, the vig can kill once without costing a lynch. In 13p, the vig can't kill at all without costing a lynch, but once he's done it, the second kill is free). I prefer it at 12. Although the 'pick your poison' element with the vig in 13p is intriguing.
Also suggest:
Good Cop, Mad Cop
Two cops
Three goons
seven townies
Cop sanity is calculated thus: 50% sane, 16.5% naive, 16.5% paranoid, 16.5% insane. (To randomise this easily, generate a random number from 1-12, 1-6 sane, 7-8 naive, etc).
So each cop has 50% chance of being straightforward, basically 2/3 chance to be useful, plus they're specific named roles (confirmed if not countered). However, there's no chance of protection, and each cop needs to take the time to work out their sanity.
Ed: Perhaps 40-20-20-20 is more balanced? Probability of at least one sane cop goes down from 75% to 64%.