This is a copy/paste from the Notepad I was working on the setup in, so my apologies if it's hard to understand. Basically, the top box would go in the "setup specific" section of the rules, and the bottom box is the mod info.
In post 0, Something_Smart wrote:All players may vote to block another player using Block: Player. Once a majority is reached, the day ends and that player is blocked.
I'm confused by this
Does lynching & blocking happen concurrently? You say blocking ends day, so when does a lynch happen? If town chooses to lynch do they lose the ability to block someone that night?
And yeah the idea is they can't kill people yet, but they can still influence the game by blocking, which sets scum back in terms of their ability to NK.
On Day 3, they can start dayvigging but slowly, and eventually they'll be able to lynch, at which point they probably won't have much need for blocking.
In post 0, Something_Smart wrote:Require more than half the players to vote for it. Only one can be put in effect each day.
---DAY 2---
[Self-Watcher]
Pay 1 XP to self-watch.
OR
[Rolecop]
Pay 1 XP to rolecop.
OR
[Neighborizer]
Pay 1 XP to neighborize. Can add to existing neighborhood (that you control) or create new one.
---DAY 4---
[Conditional Deathproof]
If you would die with 3 or more XP, lose 3 XP and survive.
OR
[Blessing]
Activates immediately when unlocked. All players gain 1 XP.
OR
[Loyal]
Pay 1 XP to make your role's action loyal. (Cannot be applied to a public mechanic)
I'm confused by this as well. So I'm assuming only one of these can be voted per day. Once they're unlocked are they permanent? Say on day 2 town decides to get self-watch. Can they buy neighborize D3? Or are the D2 options then locked out. Or can they still self-watch say, Day 4
The idea was that they'd have to choose one of the three and the other two would be lost, but once unlocked it would be available the rest of the game.
It feels a bit unnecessary but I want to give town some more control over the public mechanics.
Pedit: It depends on which scum member carries it out. Normally it's 2, the goon has a discount and only has to pay 1 (and if they upgrade then it's free).
By the way, I was considering some possibilities for Day 5 public mechanics, though I'm not sure they're necessary. I thought having a revive ability that costed a ton might be interesting, though the setup is certainly interesting enough without it.
I think the setup doesn't need a revive mechanic. Scum may not choose to get an NK whenever possible, and having a revive is pretty bad for scum if town/scum gets revived
There's enough mechanics as is, especially considering that most would likely gun down for an upgrade & to use a mechanic
In post 12, WhyMafia wrote:I think the setup doesn't need a revive mechanic. Scum may not choose to get an NK whenever possible, and having a revive is pretty bad for scum if town/scum gets revived
There's enough mechanics as is, especially considering that most would likely gun down for an upgrade & to use a mechanic
In post 0, Something_Smart wrote:Town Modified BG: If you save a player, lose 2 XP. If you can't, you die.
So is the BG forced to choose someone each night?
That was kind of a poor way of phrasing it. If they have 2 or more XP, they're actually a doctor; if they save someone, it costs them 2 XP but both players survive. If they have fewer than 2 XP, they can still protect people, but they're a BG instead.
I think I did a pretty good job keeping the clears down. One VT can become IC (but macho), the paranoid can produce 1 or 2 clears if they're lucky, beyond that a few roles may be considered clear based on their claim (pacifist, for one, though town is better off with them dead and so them claiming is actually bad).
Probably the biggest potential issue is for too many people to get dayvigs. If everyone trained, then half the town would have a dayvig by Day 4. I don't think that's breaking, since they'd essentially be vanilla otherwise (unable to use their abilities), but it might be really strong.
Let's see
10:3
Assuming town decides to not block and go straight for dayvigs (which I doubt they would do, seeing as screwing people over is fun and they wouldn't know or suspect a dayvig would become available until Day 3), by Day 4 three town will be dead (one kill by each scum member), and the mafia RB will almost certainly have enough for a dayvig shot. With the RB tripping up a few townies, probably 4 or 5 will be able to shoot, along with the mafia RB. With the scum shot being anonymous it goes to 6:3, in 4 shots they have to hit at least 1 scum, so they have 3 mislynches total. I don't think that's broken.
But another issue is that any town member who makes a dayvig shot proves that they actually had 4 XP, and that they therefore probably didn't carry out a scum kill. That might require an overhaul of the dayvig mechanic... any thoughts?
Hmm. But if the DK is private it's not like a player can prove they're the ones who submitted the DK
And that's another thing. If scum choose to NK people, the Goon can only carry out 1 kill every two nights, and even then., it's impossible for the goon to upgrade. Then say the auto farmer killed N2. You're basically preventing two of the scum team from ever upgrading/buying stuff if they choose to do kills. The RB might get lucky and get 2 XP, but it's better off to just train imo
Yeah I'm thinking I should give scum more ways to gain XP, or make the kill cheaper. The thing is I don't think it's FAR from balanced, since as it is the autofarmer and goon could alternate kills while the RB earns enough XP to dayvig. Another idea is to remove the public knowledge that the kill costs XP. That way the mafia members could be found out for not having enough XP but they could fakeclaim and attribute it to something else. Although that makes rolecop kind of OP; maybe I should change rolecop to Follower (which can't see through nearly as many fakeclaims).
But it is possible to confirm you made a daykill by saying something like "I'm shooting XXX now" and they XXX gets shot, and then you know it was that person who made the shot because clearly someone else wouldn't let them take credit for it.
What would happen if I made kills cost 1 XP? Then the Autofarmer could kill each night, unless they get Blocked. The Goon wouldn't change and would just become weaker by comparison, although the Goon's upgrade would still be strong. And the RB would have a decent chance to be able to kill every night. That's not bad.
In post 19, Something_Smart wrote:Yeah I'm thinking I should give scum more ways to gain XP, or make the kill cheaper. The thing is I don't think it's FAR from balanced, since as it is the autofarmer and goon could alternate kills while the RB earns enough XP to dayvig. Another idea is to remove the public knowledge that the kill costs XP. That way the mafia members could be found out for not having enough XP but they could fakeclaim and attribute it to something else. Although that makes rolecop kind of OP; maybe I should change rolecop to Follower (which can't see through nearly as many fakeclaims).
But it is possible to confirm you made a daykill by saying something like "I'm shooting XXX now" and they XXX gets shot, and then you know it was that person who made the shot because clearly someone else wouldn't let them take credit for it.
What would happen if I made kills cost 1 XP? Then the Autofarmer could kill each night, unless they get Blocked. The Goon wouldn't change and would just become weaker by comparison, although the Goon's upgrade would still be strong. And the RB would have a decent chance to be able to kill every night. That's not bad.
Bidding is a bit against the spirit of XP, which is more of a self-improvement thing than an actual purchase. But limiting the number of daykills per day is not a bad idea. Or I could make the price increase by 1 for each daykill made in the day, so that it still is possible to plan out multiple daykills but it's harder.
Another possibility is to change the dayvigs into night vigs. That would introduce way more uncertainty, especially with the mafia RB which could keep people from becoming confirmed.
I think making the scum kill cost 1 combined with either of the above would be at least enough to balance out the strength of the vig shots, if not too much.
It's definitely better, I'll have to run the numbers a bit taking blocked kills into account. Major buff for the scum autofarmer for sure. (And actually that means that the autofarmer can kill for free, so letting the goon kill for free is redundant. So I'll probably change the goon's upgrade.)
Also I have to clarify no-lynching in the rules. It's allowed, but I'd have to call it something else like end day.