In post 9, MiniDeathStar wrote:You're right that cop is great even with the counters, but I'm not sure if it's *that* great? Consider the cop gets a guilty, the guilty is lynched and turns out it was innocent (tailored). Then the cop gets vigged at night, but a death knight is on the cop and the vig suicides on it, which is just ouch. Besides, the scum would be a lot more confident in claiming cop with guilty, then trying to attribute the mislynch to a tailor. Especially if it's a zombie fakeclaiming.
Then there's the matter of invisibility and enchanters which waste nights with no results. Invis is not bulletproof, it's more like a buffed-up ascetic that stops most anything except reactive and strong kills. Anyway, I agree it the priest should at least be a two, and the vig maybe three.
I think that scenario more speaks to the strength of a tailor than to the weakness of a cop. If scum manage to guess the cop's target, they get rewarded with one mislynch. Maybe another, but probably the cop will not immediately be lynched. Certainly not vigged, due to fear of a death knight. And yeah, scum can fakeclaim cop, but that's a very high-power role and could get them in trouble when the other roles claim. All in all, the tailor is a threat to the cop, but the tailor is worth its own points and its power shouldn't be taken into account in determining the cop's points.
It is also possible to run into a trickster/enchanter. But even that's not a wasted night, as it basically confirms the subsequent trickster/enchanter claim, roles which are otherwise hard to confirm.
I think the track and the watch are *relatively* more valuable than usual in games with lots of power roles and lots of potential for fooling a cop. But I will think about the cop shot. It's mostly included for flair, because why wouldn't Van Helsing carry a vial with holy water to test his targets?
What if I got rid of the watch instead?
As far as I can remember (I read Dracula last year), Van Helsing doesn't use holy water, and most of the stuff he does use (holy wafer, crucifix, garlic) is actually for the purpose of protecting people from vampires, not identifying them
Nerdy nitpicking aside, don't forget what I said about the SK; mechanics should really be more important than flavor in open games. You shouldn't include a role simply because it makes flavor sense, if it doesn't make mechanical sense. The track is definitely weaker than the cop. Watcher probably is stronger than cop, but more importantly, you already have a cop (AND a vig). It's a bit redundant to begin with, and I think removing the cop will make it less redundant and also less likely that half the town gets confirmed N1. (The way it is, it's theoretically possible for three different cops to get innos N1, totaling enough confirmed town to solve the game on day 2.) Is there a mechanical reason to leave the cop shot in?
I could make the invis active and non-consecutive, which would make it about as useful as a commuter (about as, because commuters dodge even strong kills). Do you think that's worth 1 or 2 points?
Probably 1. Commuter stopping all actions versus only kills is probably worse because it interferes with town roles while not really interfering with scum roles at all. (The only scum role that gets affected, aside from tailor, is rolecop, and if they know there's a commuter and get no result, they can guess they probably found it.)
As for the angel, originally it was a vengeful bomb, but I thought that was WAY overpowered since it's guaranteed to kill scum. I like your idea that gives it a vengekill instead, BUT doesn't that make it even swingier than normal? If it kills town, that's 2 townies down in one night. I could get around this by making the night kill only work on cop guilties, and have the role be worth two points, but I don't know if that'll be balanced or not.
It's not swingier than a one-shot vig, and it's definitely not swingier than the original angel role. A vig can cause two town deaths anytime they shoot, and the original angel can cause two town deaths by activating their power when they aren't killed.
I've played a game on another site whose setup included an almost identical to the zombie role. It was great for fakeclaiming and wasting a lynch, but not much else. Vig/sk and even vengeful make it considerably less powerful than it normally would be. You do have a point that it would suck lynching the "wrong" scum at LYLO and losing the game, but that's also the danger with lynching an SK. It just means LYLO comes 1 vote earlier.
I think there are things in mafia that are just impossible to balance well to everyone's satisfaction. In newbie games, having one scum lynched D1 is almost 100% town win. If that scum is a roleblocker, town just follows the cop. It's super boring and cheesy but we've accepted it as part of the game. Don't get lynched as a mafia roleblocker before the cop dies.
I think zombies aren't nearly as gamebreaking as protected cops who can clear people faster than scum can kill them. But, if people feel that lynchproof scum is irredeemably unfair and punishing the town for guessing right, I will just think of something else to replace the zombie with. I'm not super attached to it at all, I just think it synergises with the rest of the setup.
I agree that it won't necessarily break the game. But... I don't really see what the point of it is, other than to piss the town off and make them waste an extra lynch. You're right that scum RB getting lynched D1 in a newbie or a follow the cop combo is more gamebreaking, but those roles, when not breaking the game, serve to balance it and make it interesting. The only interesting thing about the zombie is that if the vig can manage to guess it and shoot it, town doesn't have to waste a lynch. But I don't expect a lot of vigs to shoot someone because they think the person is a zombie, and I certainly don't see them thinking that and being RIGHT very often.
With regards to the reworked point system: it seems to be an improvement. Fine-tuning the exact numbers will have to wait until we figure out what's up the SK, because that affects it enormously. I will say, though, that I think 10 town points and 7 scum points is too many. With that kind of craziness, it's almost impossible to know what's going to happen or even understand what is happening as a player. While there are definitely people who thrive in that kind of environment, most of the rolelists that this setup will produce won't be like that, and so it's not likely to attract players who want madness. I'd recommend capping town points at 9 or 8.
Also, this just occurred to me, but you might want to add another weaker investigative role for town. If by chance they don't get a cop or a JOAT, they're left with zero investigative power, which is rough and it weakens protective roles, which do best when they actually have information to base their protection on. Additionally, with no investigative power, the town won't be able to confirm or refute anyone's claims (aside from the vig, obviously). Maybe town could use some kind of weaker investigative, like a neapolitan for 2 or a motion detector or vanilla cop for 1.
In this case, I might have to reinstate the different flavour for different kills so scum wouldn't be so much more informed compared to town.
Eh, maybe. I'd argue against it especially if you keep the SK, because it lets them claim vig. I guess you could let the SK pick their kill flavor.
When I designed the theme the first time, town had no vig except the hunter's shot. The SK was included to fill in that role and pose more threat to the zombie in general. I like SKs over vigs because one bad vig who only shoots town is really frustrating for town, whereas the SK is scum so it's more excusable. SKs can also be endgamed by scum so they'll naturally want to kill scum if town's numbers dwindle too much, but if the scum become too few, the SK will want to shoot town again. It's kind of self-balancing that way I feel?
I mean... while an SK is scum and it's more justifiable for them to kill town, they are also an extra scum that town needs to get rid of. And if they do kill town, it means that town has more enemies to get rid of and less time to do it in.
And yeah, SK's if they live long enough will try to shoot scum, but (a) they could fail, dooming town for the SK's mistake, and (b) they could get lynched before they have a chance, for instance if town mislynches day 1, SK and scum hit town night 1, and they hang the SK day 2. This ignores PR's of course, but town's already in MYLO after only one mislynch.
Plus, the death knight / avenger was included to reduce swing from the SK, that's why originally an SK would only enter the game if scum had a death knight or too few powers. Now that I *mindlessly* (:P) copied the 50% from C9, and included a full vig, the SK no longer filled its niche. I know you're against them on principle, but if you had to choose between vig and SK for this setup, which one would you keep?
Even trying to look at it from a neutral perspective, I think vig makes more sense. There are situations where an SK fits decently well in the setup, but I don't think this is one of them. The death knight, while it can COUNTER the SK, doesn't reduce swing; it actually increases it, since it can make it so rather than one scum dying overnight, two scum die overnight. Vig is just easier to control for, because you know vig will be trying to shoot scummy players, whereas it's impossible to predict the SK's strategy.
I think it would be pretty unlikely to ever do anything. Despite that, it still could come in handy, for instance, targeting a likely cop check to prevent tailor interference, or targeting the cop to keep a roleblocker off of them-- which is good even if it doesn't actually stop an ability.
I think it would remain at 1, but it would probably be more fun to play knowing you can only stop scum abilities, as opposed to how it is now where you're probably more likely to mess up a town power.
Thank you so much for the quality reviews and the warm reception!
I would love to host a game with it in future, even if I'm the only one who ever does it
You're welcome
I'm glad you find my comments helpful... but at the same time, I did notice that you made pretty much every change I suggested in my last post, and little else. While obviously I don't think those changes were bad, I'm a little afraid that I'm taking over. Maybe it's because this is a type of setup where it's very hard to say "this should be changed" without saying how it should be changed... regardless, if you want me to start offering multiple suggestions when I say I think something should be changed, I can start doing that
Though that said, I'm already investing quite a lot of time into this. Writing this post took me the entire length of the Red Hot Chili Peppers'
The Getaway
-- yes, this is how I measure time
(Also, amusingly, when I was writing about the angel role, the song "Goodbye Angels" was playing
)