![Wink ;)](./images/smilies/icon_wink.gif)
That said, I'll definitely think about it. While I love JOATS (and I love me some JOATS and even watned a PYP based around JOATS) I'm not sure I like them in this setup. 2-shot vig works, I'm not sure what I think about weak doctor though.
And the fact that it was a complete 180 from Hoopla's "Single numbers have a 55% chance of being scum) theory. She got me good, I'll admit.Socrates wrote:I was shocked, shocked, when Fate bought Hoopla's defense of Jack. We lose if jack isn't the vig and doesn't hit the vig? That was essentially the case anyway!
I don't understand this point. How does this minimise the influence of the empowerer?SpyreX wrote:I think, really, for the empowerer to work (and I do love that role) there needs to be more scum-sided roles (framer, driver, etc) so that there is a legitimate reason for town to utilize it.
Ew, multiple scum groups are gross. Don't do it.SpyreX wrote:Ehh, no hidden.
I guess I meant more "town reasons to have an empowerer aside from stopping the scum from having it"
Which, I think, was part of why I liked 2 scumgroups - at that point most abilities benefit scum and town versus just stopping the other from having them.
I like multiball, though.Hoopla wrote:Yeah, I know!SpyreX wrote:PYP 1 was multiple, thank you very much.
I'm still toying with ideas for it, overall.
That's why I didn't play it.
Odd-night vig is good. Probably better than two-shot - I approve.Cobalt wrote:I liked the scum configuration of PYP I more than II. 3 per team plus the SK organically limits the power scum has without crippling them.
I don't like limiting roles. Maybe make the vig odd-night only.
Needs moar jailer, that role rules.