BulletNLynchProof's 9p pre-designed setup


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Post Post #50 (ISO) » Tue Dec 18, 2018 8:14 pm

Post by BNL »

How big a problem is this, actually? I don't want to add a second ascetic/macho into the setup
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Post Post #51 (ISO) » Tue Dec 18, 2018 8:25 pm

Post by callforjudgement »

It's a potential problem but I'm not sure it's big enough for it to be worse than the problems that would be caused by potential fixes. (For example, the D1 Jailkeeper shot is likely the least useful of them, but removing it would nonetheless be a large enough nerf to town that we'd need to increase their power elsewhere to compensate.)
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Post Post #52 (ISO) » Tue Dec 18, 2018 8:33 pm

Post by BNL »

Here are some fixes I thought of:

Shift the ascetic to the Jailkeeper
Change Doctor enabler to Jailkeeper enabler
Inform the Mafia that there is a Jailkeeper
Change the Jailkeeper to N1 Roleblocker N2+ Jailkeeper, or just full Roleblocker

Are any of these good, or just not worth the effort?
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Post Post #53 (ISO) » Tue Dec 18, 2018 8:58 pm

Post by callforjudgement »

I like the Ascetic Town Roleblocker variant from a design point of view, actually. Unfortunately, it's probably a little scumsided (because town are hardly likely to stop two kills, it's pretty comparable to Matrix6 C, which had only a ~45% town win rate; counting the Enabler as scum power, both sides are a bit more powerful than in the Matrix6 version, but I'd expect the improvements to roughly balance). Perhaps town need a fourth power role (1-shot Role Cop could work).

That said, trying to make this work is probably a good idea; if the previous setup is balanced and the "fixed" version is 45% town win, that means about one tenth of town's 50% win chance is coming from the potential for brokenness. Making it come from some other source instead is likely an improvement. (Also, note that two of town's power roles, the Roleblocker and the Role Cop, are going to naturally look scummy when they claim, meaning that the setup is unlikely to be broken by massclaim despite the five power roles total.)
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Post Post #54 (ISO) » Wed Dec 19, 2018 4:09 am

Post by BNL »

Actually I realised that both of town’s nerfs affect the Doctor, rather than the Jailkeeper.

Is it ok to move the ascetic to the Doctor? I don’t think it’s a big problem because it obfuscates results for the JK, but then again it’s one step closer to earning a mislynch.

Objectively I think that Roleblocker is the best fix for this, but I’m kinda attached to the JK for some reason.


Also correct me if I’m wrong, but I’ve heard 2 Goon vs 1 RB 6 VT has been accepted as balance as RB is similar to JK?
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Post Post #55 (ISO) » Wed Dec 19, 2018 4:09 am

Post by BNL »

Also how does Role Cop help town power?
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Post Post #56 (ISO) » Wed Dec 19, 2018 4:14 am

Post by callforjudgement »

Role Cop gets a (soft, but still helpful) investigative result on a Doctor, and to a lesser extent on an Enabler. Neither of those roles are commonly given to scum.

It's pretty weak, but it has to be, because the setup is close to balanced already.

RB is pretty close to JK but slightly weaker (basically, because it has less scope to help town if it misaims, and can be used as a protective in a pinch). Additionally, scum has more ability to aim in this setup, and a Doctor is a very weak role unless it's protecting PRs or pushing the game from evens to odds (in both those situations, it's a very strong role, typically making it hard to balance).
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Post Post #57 (ISO) » Wed Dec 19, 2018 4:17 am

Post by BNL »

Do you think shifting the ascetic to the Doctor makes the setup better or worse?
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Post Post #58 (ISO) » Wed Dec 19, 2018 4:26 am

Post by callforjudgement »

Worse, due to the potential issues caused by a D1 claim.
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Post Post #59 (ISO) » Wed Dec 19, 2018 4:37 am

Post by BNL »

But won’t that cause confusion by the JK possibly misunderstanding their result?
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Post Post #60 (ISO) » Wed Dec 19, 2018 4:47 am

Post by callforjudgement »

That's always a risk in a block+protective setup, but it's something that the players are aware of (and JKs have two possible explanations for a missed kill anyway, so a third won't typically be too much trouble to deal with).
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Post Post #61 (ISO) » Wed Dec 19, 2018 6:26 am

Post by Performer »

In post 43, callforjudgement wrote:1 Mafia Goon
1 Informed Mafia Goon ("player is a Vanilla Townie.", with player selected at random from among the VTs)
1 Ascetic Town Jailkeeper
1 Town Doctor
1 Town Doctor Enabler
4 Vanilla Townies
Nvm the Novice part then - no problem. I think this setup is fine .

Because if scum already know X is a vt, they can just poe their nk list - if they hit enabler or doctor, the doctor or enabler will be essentially a vt at that point . Ascetic jk also balances it out for scum since doc can't protect the jk.
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Post Post #62 (ISO) » Wed Dec 19, 2018 6:29 am

Post by Performer »

Hmm...just to make sure, the doctor would know there is a doctor enabler in your setup?
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Post Post #63 (ISO) » Wed Dec 19, 2018 2:12 pm

Post by callforjudgement »

Not until the Doctor Enabler died. At that point, the Enabler's flip would allow the Doctor to know their role had been disabled
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Post Post #64 (ISO) » Wed Dec 19, 2018 2:29 pm

Post by BNL »

In post 43, callforjudgement wrote:1 Mafia Goon
1 Informed Mafia Goon ("player is a Vanilla Townie.", with player selected at random from among the VTs)
1 Ascetic Town Jailkeeper
1 Town Doctor
1 Town Doctor Enabler
4 Vanilla Townies
Ok then, I think I want to stick to this setup
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Post Post #65 (ISO) » Wed Dec 19, 2018 2:30 pm

Post by BNL »

Also I realised that doc protecting JK is a bigger problem than JK protecting Doc because the first leads to follow the JK while the second is just a one-time save
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Post Post #66 (ISO) » Wed Dec 19, 2018 4:07 pm

Post by implosion »

Changed title (back) to reflect this being 9 players.
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Post Post #67 (ISO) » Wed Dec 19, 2018 7:21 pm

Post by BNL »

Just a question: when the enabler dies, should the Doctor get a PM that their role no longer works?
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Post Post #68 (ISO) » Wed Dec 19, 2018 7:22 pm

Post by implosion »

Probably good as a courtesy, though not *strictly* necessary, since it is information they should know from the flip.
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Post Post #69 (ISO) » Wed Dec 19, 2018 11:20 pm

Post by BNL »

I remembered some game having a Mafia Backup Enabler, and apparently it was ruled that until it died the role still could be used.
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Post Post #70 (ISO) » Thu Dec 20, 2018 4:40 am

Post by callforjudgement »

The way I've been writing Enabler PMs, the death of any Enabler for a role would shut it off, even if there are multiple Enablers (and thus making a Backup Enabler pointless if it backed up the enabler; the more sensible reading of the role is as a player who enables backups!). I don't know whether that's NRG consensus, but it seems like it would be a good thing for players to always be able to work out whether or not their role is enabled from the flips.
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Post Post #71 (ISO) » Thu Dec 20, 2018 5:07 pm

Post by BNL »

All that aside, can we approve this setup?
In post 64, BNL wrote:
In post 43, callforjudgement wrote:1 Mafia Goon
1 Informed Mafia Goon ("player is a Vanilla Townie.", with player selected at random from among the VTs)
1 Ascetic Town Jailkeeper
1 Town Doctor
1 Town Doctor Enabler
4 Vanilla Townies
Ok then, I think I want to stick to this setup
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Post Post #72 (ISO) » Thu Dec 20, 2018 8:12 pm

Post by callforjudgement »

I thought you'd approved it already in #.

Just to avoid any ambiguity, though, I approve that setup.
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Post Post #73 (ISO) » Fri Dec 21, 2018 8:31 am

Post by Performer »

In post 71, BNL wrote:All that aside, can we approve this setup?
In post 64, BNL wrote:
In post 43, callforjudgement wrote:1 Mafia Goon
1 Informed Mafia Goon ("player is a Vanilla Townie.", with player selected at random from among the VTs)
1 Ascetic Town Jailkeeper
1 Town Doctor
1 Town Doctor Enabler
4 Vanilla Townies
Ok then, I think I want to stick to this setup
I also approve!
I’m an informed Miller who knows there isn’t any Loyal modifiers and there is a total of 4 scum.
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Post Post #74 (ISO) » Fri Dec 21, 2018 4:24 pm

Post by BNL »

@implosion we’ve settled on the setup
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