podoboq's Mini Normal Review
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ok a few things:
> i don't think you gave town enough power to justify giving scum a blocking ability, much less a blocking ability AND an investigative
> the two town ascetics are comically, over-the-top neg utility. even forgetting about the probable "counterclaim" war that's going to happen, it's two townies that can't be confirmed by the (already gated by the odd-night modifier) cop and can't be protected by the jk
> the results you gave for the scum "neapolitan" are actually results a vanilla cop would get. neapolitans get results in the form of "vanilla townie" or "not vanilla townie"The distance between insanity and genius is measured only by success.- Antihero
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totally fair. i'm not saying "never be unpredictable and throw a curve ball" but for this you actually do need to give town some power
The distance between insanity and genius is measured only by success.- Antihero
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'mkay so if you're leaving the scum neapolitan you've got
2 goons, 1 neapolitan
vs
1 cop, 1 deputy, 1 jailkeeper, 1 motion detector, 2 ascetic, 4 vt
since there's as many PRs as VTs, that means the neapolitan is going to be finding PRs pretty frequently
in general you want 3 decent PRs. cop and jailkeeper are decent, deputy is middling. i'd do something else with that motion detector. that role's only useful in very specific situations (1 scum alive gives them potential for definitive clears)The distance between insanity and genius is measured only by success.- Antihero
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usually, maybeIn post 14, Cephrir wrote:I think cop is pretty strong, and cop-deputy-tracker-jk might be excessive?
but here we're trying to compensate for 2 asceticsThe distance between insanity and genius is measured only by success.- Antihero
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to me... the only way this could get townsided is if town's smart enough to figure out that podo is throwing a curveball and townreads the two ascetics on role. i very, very, very much doubt that's going to happen
am i being too cynical?The distance between insanity and genius is measured only by success.- Antihero
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if we're now worried about it being townsided either:In post 27, fferyllt wrote:One thing I wanted to mention. I suggested getting rid of the odd-night gate for the cop when I thought the deputy would step in for a nonexistent dead doctor. I'm not sure about a full power cop with a deputy backup, even with the 2 ascetics.
Thoughts guys?
> bump up the neapolitan to a full rolecop (or even an x-shot/x-night roleblocker)
> pare off one of the PRs and make it an all-goon scumteamThe distance between insanity and genius is measured only by success.- Antihero
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usually, yes but this is the mod's callIn post 39, podoboq wrote:Also, quick question about mafia's night actions. Can a player use more than one action at night? For example, could the roleblocker use their roleblock ability and also commit the factional kill in the same night?
regardless you should say this somewhere in the threadThe distance between insanity and genius is measured only by success.- Antihero
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also it should be a goon instead of a jk
The distance between insanity and genius is measured only by success.- Antihero
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yeah i was suggesting the roleblocker in lieu of the neapolitan
i definitely wouldn't put in a blocker and then take out the tracker
just so we're clear, my suggested setup is
4x Vanilla Townie, 2x Ascetic Townie, 1x Town Tracker, 1x Town Jailkeeper, 1x Town Cop, 1x Town Deputy, 2x Mafia Goon, 1x 2-shot Mafia RoleblockerThe distance between insanity and genius is measured only by success.- Antihero
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i suggest taking a gander at this postgame and mentally prepare yourself for what you might get: http://forum.mafiascum.net/viewtopic.php?f=2&t=67805
give me a holler if any of your players give you too much shit and i'll come tell them the shut upThe distance between insanity and genius is measured only by success. - Antihero
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