I didn't find an official ruling in the Wiki, and unless I can find one, my rule is that No, one cannot do both night actions in the same night phase.
We need an explicit ruling here.
Vaughn wrote: You are a Mafia Roleblocker
You and ______ are Mafia. Each night you may talk via Private Messages and choose a victim from the rest of the players to kill. One of you will private message me your decision.
The Mafia roleblocker has the additional ability to roleblock somebody, effectively preventing them from using their night action if they have any.The Mafia Roleblocker can make the kill and block a different person in the same night.You win when you outnumber the town.
I agree that it's problematic to rely on a single role to prevent game-breaking strategies.Kelly Chen wrote:(I already think it's a sick joke to give scum an RB that can get lynched D1 as consolation for cop+doc. Now you're supposed to lose the RB even if it's the goon who gets lynched?)
This is a fairly common mechanic in larger games, but with Pie E7 it creates a "specific to this setup" weirdness that I'd rather avoid in something used in Newbie Games (that said, it would certainly be fair to use in Open Games if the mod made it clear ahead of time).Xect wrote:Would it work to attribute the roleblocking to the mafia side just like with the nightkill? So basically, the mafia in unison choose one person to block, and one to kill, each night.
I'm not sure that 20-40% town wins are "relatively well-balanced". And it's only "simple" because we've run hundreds of games under it; despite that, mods STILL can't get the role distribution right.mikeburnfire wrote:I think newbies should just use c9 from now on. It's simple, efficient, and relatively well balanced.
Absolutely, we're trying to promote better play, and by allowing the players more control, player skill becomes more important.Simenon wrote:but I think that if we DO want them to be bases on skill, rather than randomness, we're going to have to switch to a larger setup.
This brings up an interesting discussion. Do we need them to be based on skill?
I don't agree that randomness is a larger factor than skill in who wins games this small. (That said it's stillThestatusquo wrote:The thing is, I don't think any setup this small can NOT be hella swingy. I recognize the need for newbie games to go faster than the regular games on this site, but I think that if we DO want them to be bases on skill, rather than randomness, we're going to have to switch to a larger setup.
No, not really. I think it's to the benefit of the site to maintain the illusion of that though.Simenon wrote:This brings up an interesting discussion. Do we need them to be based on skill?but I think that if we DO want them to be bases on skill, rather than randomness, we're going to have to switch to a larger setup.
Check your math, dood. 3/13 = 23%Xythar wrote:After all, C9 is 2/7 scum - 28%. 13 player games often have 3 scum - 13%. And yet you would probably never see a 21 player game with more than four scum (19%). I think either we need to challenge our predetermined notions of how many scum is balanced in a small game (maybe 9 players 2 scum would be better) or just have larger games. Is there some reason newbie games can't be larger in size?