How about a Modifier/PR that has the role only target 2-3 people, and let's the user know that a person (not if more than 1) did something at Night, but that's all it tells the user.
Kind of like an even more watered-down Motion Detector?
it is a package deal with the more useful reporter though, as both are the binary action investigators that are each one half of the motion detector
pedit: a spread out Reporter? kinda veering toward greylist material tbh as it is oddly specific. A role that could target 2 players and can learn if at least either one acted or not is a spread out Reporter (assuming the correct logic gate is OR and not XOR - that is if both targets act it gives a positive result).
Spread Out is really only a modifier that can work on binary investigatives... a different version of Spread Out could be made for something like a Spread Out Doctor that will fail to protect if both targets are targeted by a kill or a Spread Out Roleblocker that will fail to block if both targets act.
again, I will state this is good material for a Normal Greylist if it ever comes back, but is too niche to warrant being whitelisted.
also I feel multi-target actions are a new mechanic and that is a major hurdle for Spread Out to overcome to being Normalized.
heck, multi-target actions are what is likely to be the reason Split fails to get Normalized as a Split action is a multi-target action though Split is the most innocuous way to add the mechanic of multi-target actions.
well, imo, one of the rules of normal roles is that they shouldn't like, create mechanics that interact between themselves, for instance a fruit vendor by himself is okay, but i wouldn't want a fruit cop that checks if someone has fruits
In post 812, Gypyx wrote:well, imo, one of the rules of normal roles is that they shouldn't like, create mechanics that interact between themselves, for instance a fruit vendor by himself is okay, but i wouldn't want a fruit cop that checks if someone has fruits
The fruit of the fruit vendor doesn't do anything.
The token I mentioned earlier just signifies that that player did something.
So if the investigative role checked a person with a token on them, that investigative role would know that at one point they did something.
well, no, your token makes the guy appear positive to THAT specific role, and that's it, which is imo, not good design for normal
like, basically, the token modifier works only in combination with your investigative, which isn't something you'd wanna have in a normal whitelist in my eyes
During the night, you may use your ability. Assuming no interference with your action, any player that visits you will be given a fruit.
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Essentially, a Fruit Vendor that doesn't move. It can't confirm itself by visiting other players, but it instead has to potentially waste the town's time by having other players visit them.
I don't see how complexity could make something non-normal. We aren't workshopping a Newbie Setup here, we're (partly) trying to create fair and balanced roles to aid in the creation of Normal setups for all (mostly veteran) users to play in.
Normalcy is nebulous because it's just defined by arbitrary (if overall sensible) inclusion in a list. It's difficult to say what else could or could not be normal because the answer is whatever gets on that list.
My two cents in case anyone finds it interesting idk!