An 11-player Something_Smart pre-designed setup
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- northsidegal
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northsidegal Survivor
- northsidegal
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- northsidegal
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northsidegal Survivor
- northsidegal
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okay, interesting. i really like how even if there's a non-watcher PR run up day one it's alright for scum to leave them alive given that they're all night gated to later – that's well designed, i think.
avoids much of the problem with two scum setups with trackers / jailkeepers through the even night gating and the jailkeeper being loyal, preventing rapid hard clears when only one scum is gone. i'm a fan of that.
yeah, i think this is overall fairly balanced. i do think that scum are going to be going through the town power roles fairly quickly (given that, assuming a d1 VT lynch, night one the town is 50/50 power roles to VTs), although i'm not sure an elegant way to really change that or of it's really something that needs to be changed in the first place.- northsidegal
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northsidegal Survivor
- northsidegal
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- northsidegal
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northsidegal Survivor
- northsidegal
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If you want to pass it back and forth a bit more and think through some changes I'm all ears, but yeah. I think as is it's passable. There are problems for both sides I could name but they're either offset by something else (e.g. pretty low town investigative power especially on an early tracker kill, balanced out by a high percentage of PRs meaning much of the game is going to revolve around setup spec and massclaim) or just not big enough to warrant changes.- northsidegal
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northsidegal Survivor
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I think a small rolecop nerf would be best, something to slow scum PR discovery rate.- northsidegal
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northsidegal Survivor
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What do you think of multitasking even-night rolecop? Realistically that's probably only one more shot than night 2, and it introduces an element that the tracker could catch them multitasking targeting two people at once, basically a scumclaim more than even just targeting the nightkill.- northsidegal
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northsidegal Survivor
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meh, it works. i think it tips the scale from slightly in scum's favor to slightly in town's favor, but not by too much. i would pass both versions, n2 and full, so if you want to go with the n2 one that's fine.- northsidegal
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northsidegal Survivor
- northsidegal
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i would say that's about the power level that i think makes it the most balanced. that way, even if scum know someone's role day 2, the first actionable kill they can make given that information is night three, the night of all the protectives. i think that fits in pretty well with the design of the other night-specific aspects.- northsidegal
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northsidegal Survivor
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i would change"each night you may target another player" in the novice rolecop role PM to "each night starting from night 2" or something else to consolidate that sentence and not really do a bait and switch later.
also, mod will need to make sure to clarify daytalk enabled for all private threads if that's what you're going for.- northsidegal
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northsidegal Survivor
- northsidegal
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I'm impartial either way on daytalk here (a trend you may be noticing), although I do think that it's a design decision rather than a mod decision.
/pass - northsidegal
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