In post 45, Aureal wrote:
See, I don't know if that's the only thing, just the only thing that I noticed for obvious reasons. Figuring out if there's others would require a lot of effort going through all the roles to check them against the updates, so I figured that it's probably just all staying as is, as a testament to what was Normal at the time.
In post 47, Alianna wrote:
I'm slightly in favour of updating the multitasking modifiers, but I don't think there's any particular issue with leaving them as they are. I'll wait for others to weigh in on that.
I'd say that changing them (passively) all to Simultaneous will make them more aligned with the Normal guidelines.
In post 47, Alianna wrote:
I'm slightly in favour of updating the multitasking modifiers, but I don't think there's any particular issue with leaving them as they are. I'll wait for others to weigh in on that.
I'd say that changing them (passively) all to Simultaneous will make them more aligned with the Normal guidelines.
Yeah, an update is necessary if we want the roles to be in accordance with the new Normal guidelines (which I would prefer).
I'm gonna go through and update all of the roles (also gave Alianna mod privs on the deck to doublecheck me) to fit with the new Normal guidelines (Multitask -> Simultaneous, etc.)
I am considering also opening the deck up for 100 more roles now that the guidelines have changed? It would be under the Complex Normal list. Jury's still out on whether or not it should allow Experimental roles.
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In post 55, Aureal wrote:
Does this SK run afoul of the rule against an antitown faction not being able to kill?
That was the example Python gave, but now that I read it, I don't think it would actually break such a rule. It only prevents the SK from killing before they're the last anti-town player left.
I know I said changes were final, but I did make one more tweak to that rule for the sake of simplicity and clarity. That SK role is still legal.
In post 53, Alianna wrote:
NIM Redux has filled and should launch soon. The following list of changes will be in effect.
I recall this setup being townsided. I might consider increasing the required number of VTs and also limiting scum to one traitor because it would be really unfortunate if they somehow rolled two.
In post 58, Aureal wrote:
I recall both iterations going to final 3, I'm not so sure on the townsidedness
Technically F4 for the first one. SK almost made it, but mafia got screwed over with a functionally vanilla team against 10 town PRs. Second time was better with the new rules.
Also, first one was like F4 with 2 clears, and if people had done the mechanically optimal play (not limmed Snivy), it would've been autowin for town. So at least the first iteration felt pretty strongly townsided.
A mafia addict since 2012. I like writing, dragons, and a few other things. GTKAS | Wiki
Self-banned from mafia until September