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Let's Beef Up Bodyguard!

Posted: Thu Sep 29, 2016 6:08 pm
by House
Bodyguard as it exists today is a role that most dread getting. It's all lose and no win for the player.

I propose the following modification:

- Choosing a target to protect keeps the bodyguard away from home, thus they can't be targeted directly
when protecting someone
(no action = regular results)

- Other PR's (aside from killing roles) that target the bodyguard's target get the generic roleblocked message, making the bodyguard's protection of their target complete (and a double-edged sword!)

- Kills of course kill the bodyguard instead of the target.

This gives a bodyguard some much needed 'muscle', and makes it a viable PR for more than just a slot filler role.

Posted: Thu Sep 29, 2016 6:11 pm
by House
Mafia bodyguard can actually become a thing with these mods.

Posted: Thu Sep 29, 2016 10:45 pm
by Accountant
bodyguard will have incentive to target scum or players who won't be killed by mafia, like VIs, in order to turn themselves into bulletproof townies. that's not in the spirit of how the BG operates, in my opinion

Posted: Fri Sep 30, 2016 12:10 am
by Cheery Dog
Just make it a Hiding Bodyguard Rolestopper

Posted: Fri Sep 30, 2016 3:05 am
by Antihero
roles don't exist in a vacuum. they fit into a setup and a role's power is going to be at least partially dictated by the power distribution elsewhere. the idea of a bodyguard is to have some form of protective for the other stronger PRs while leaving the number of deaths per night unchanged, so it doesn't necessarily buy an extra lynch for town. if you have juiced up town investigatives (or something else), it's good to put in a weaker protectives like bodyguard rather than the higher-powered ones like doc or jk.

Posted: Fri Sep 30, 2016 3:09 am
by Firebringer
You want to make bg strong give it mutual kill. If scum tries to jill your target you both die.
Thats pretty big buff.

But also what anti hero said.

Posted: Fri Sep 30, 2016 3:10 am
by Gamma Emerald
That's elite Bodyguard.

Posted: Fri Sep 30, 2016 3:11 am
by Firebringer
We just call it bg at home

Posted: Fri Sep 30, 2016 6:15 am
by BrainpanSonata
Dying while protecting someone means you did it right and should be proud.

Posted: Fri Sep 30, 2016 7:06 am
by House
In post 2, Accountant wrote:bodyguard will have incentive to target scum or players who won't be killed by mafia, like VIs, in order to turn themselves into bulletproof townies. that's not in the spirit of how the BG operates, in my opinion
As it is, many don't bother using their role at all because it's actually anti-town to use outside of an outed (REAL) claim.

Posted: Fri Sep 30, 2016 7:09 am
by House
In post 8, BrainpanSonata wrote:Dying while protecting someone means you did it right and should be proud.
Duh. But why should you be able to be killed at home when you're not even there?

Posted: Fri Sep 30, 2016 7:10 am
by House
In post 4, Antihero wrote:roles don't exist in a vacuum. they fit into a setup and a role's power is going to be at least partially dictated by the power distribution elsewhere. the idea of a bodyguard is to have some form of protective for the other stronger PRs while leaving the number of deaths per night unchanged, so it doesn't necessarily buy an extra lynch for town. if you have juiced up town investigatives (or something else), it's good to put in a weaker protectives like bodyguard rather than the higher-powered ones like doc or jk.
My buffs wouldn't change the number of NKs.


Did you even read the post, or shit out an objection based on the author?

Posted: Fri Sep 30, 2016 7:15 am
by Antihero
i have nothing against you. also it was my understanding the quasi-hider ability would stop kills directly targeting the bodyguard.

my objection is to the implication that there's something inherently wrong with the bodyguard role. i don't think there is.

Posted: Fri Sep 30, 2016 7:28 am
by House
In post 12, Antihero wrote:i have nothing against you. also it was my understanding the quasi-hider ability would stop kills directly targeting the bodyguard.

my objection is to the implication that there's something inherently wrong with the bodyguard role. i don't think there is.
What is the point in a bodyguard using their role to protect
possible
town at the expense of
confirmed
town AND be killed from two different targets??

I don't bother, personally. It's just a named townie to me.

Posted: Fri Sep 30, 2016 7:41 am
by Antihero
In post 13, House wrote:What is the point in a bodyguard using their role to protect possible town at the expense of confirmed town AND be killed from two different targets??
confirmed town (innocent children, friendly neighbors, masons) are good targets to take a bullet for

buying an investigative another night in exhange for your death is also a plus for town (assuming the result is more of a net positive than the quality of your reads, if that's not the case scum would probably just kill you directly anyway)

Posted: Fri Sep 30, 2016 7:43 am
by House
In post 14, Antihero wrote:
In post 13, House wrote:What is the point in a bodyguard using their role to protect possible town at the expense of confirmed town AND be killed from two different targets??
confirmed town (innocent children, friendly neighbors, masons) are good targets to take a bullet for

buying an investigative another night in exhange for your death is also a plus for town (assuming the result is more of a net positive than the quality of your reads, if that's not the case scum would probably just kill you directly anyway)
They'd also be good targets to protect from being rolecopped.

Blocking non-killing actions makes sense for a bodyguard, because it's their job to protect their target from all threats.

Posted: Fri Sep 30, 2016 8:41 am
by chamber
Bodyguard has already been established to work one way. You should leave it alone or you will confuse players. If you want a bodyguard that also rolestops them, just make that new role.

Posted: Fri Sep 30, 2016 8:42 am
by House
Fair enough.

Posted: Mon Oct 03, 2016 4:09 am
by callforjudgement
In post 0, House wrote:Bodyguard as it exists today is a role that most dread getting. It's all lose and no win for the player.
Incorrect. In most setups, Bodyguard is more powerful than Doctor.

Protecting a player with a Doctor ability allows you to mildly confirm them, and they were probably pretty likely town anyway (otherwise the scum probably wouldn't kill them, and even if they did, you probably wouldn't predict the kill). Unless the protected player has a power role, or you manage to protect twice (gaining a mislynch), this has effectively zero use for town.

Successfully using a Bodyguard ability allows you to fully confirm
yourself
, because you flip, and is almost as effective as saving a town power role as a Doctor is (with the only real drawback being that they can't do it twice). Also, because the number of kills doesn't change, your flip doesn't change the number of mislynches town has. This is much more of a gain than the equivalent Doctor save would be (except in setups where blocking two kills is likely).

When balancing setups, I balance Bodyguard like a fraction of an Innocent Child (depending on how likely it is to hit). Meanwhile, the value of Doctor in of itself is based only on the chance that two kills are stopped and town gains a mislynch. (In both cases, other power roles can become more valuable due to the inclusion of protective roles in the setup; something like an unlimited Cop is much stronger if the setup also has a Doctor, but that's one of the main cases in which a Doctor is better than a Bodyguard.)

Posted: Mon Oct 03, 2016 4:15 am
by House
Dead town > live town?

And people accuse Titus of moonlogic, lol.

Posted: Mon Oct 03, 2016 4:19 am
by Accountant
Gonna have to disagree with you cfj

Power is about more than the amount of mislynches you have

Posted: Mon Oct 03, 2016 4:29 am
by House
Tell me cfj, where is the gain for a bodyguard to protect a suspected PR that winds up flipping vanilla?

Or worse yet, scum crossfire?

Bodyguard is a trash PR because the player is sacrificing CONFIRMED town for MAYBE town PR.

Posted: Mon Oct 03, 2016 5:23 am
by Infinity 324
In post 18, callforjudgement wrote:
In post 0, House wrote:Bodyguard as it exists today is a role that most dread getting. It's all lose and no win for the player.
Incorrect. In most setups, Bodyguard is more powerful than Doctor.

Protecting a player with a Doctor ability allows you to mildly confirm them, and they were probably pretty likely town anyway (otherwise the scum probably wouldn't kill them, and even if they did, you probably wouldn't predict the kill). Unless the protected player has a power role, or you manage to protect twice (gaining a mislynch), this has effectively zero use for town.

Successfully using a Bodyguard ability allows you to fully confirm
yourself
, because you flip, and is almost as effective as saving a town power role as a Doctor is (with the only real drawback being that they can't do it twice). Also, because the number of kills doesn't change, your flip doesn't change the number of mislynches town has. This is much more of a gain than the equivalent Doctor save would be (except in setups where blocking two kills is likely).

When balancing setups, I balance Bodyguard like a fraction of an Innocent Child (depending on how likely it is to hit). Meanwhile, the value of Doctor in of itself is based only on the chance that two kills are stopped and town gains a mislynch. (In both cases, other power roles can become more valuable due to the inclusion of protective roles in the setup; something like an unlimited Cop is much stronger if the setup also has a Doctor, but that's one of the main cases in which a Doctor is better than a Bodyguard.)
What if the game starts in evens?

Posted: Mon Oct 03, 2016 5:28 am
by House
Also, why should a bodyguard use their ability when they're outing scum to protect a PR that has done nothing to advance the game?

That's nonsensical.

A PR whose only utility is the sacrifice of confirmed town is just a waste of a PR.

Posted: Mon Oct 03, 2016 5:32 am
by Infinity 324
I think doctor is better when it can save twice, in the case of a claimed PR and when the game starts in evens. Otherwise I agree with cfj that a random townie dying is good for the town.