Well, time to give my own input I think:
Akonyl wrote:
pofa wrote:
*starts*
I vote that Nakamori loses the auto-arrest if his pinch is successful. It's like house-search, only with no penalty for being wrong. (Giving him that, investigate, and normal arrest is a bit much).
I was actually going to state that this should happen as well, but for the exact opposite reason. I feel it actually hinders Nakamori a little to have the pinch auto-arrest because it forces him to be a little more careful in indiscriminate pinching, because if he randomly pinches Kid, he'll be unable to get him out of prison for the most part.
I don't think it's comaprable to house-search though, as it only works for a single crime.
Well, I agree that the auto-arrest hinders Nakamamori so he can't just pinch everyone indiscriminately. But I think that is a good thing.
I mean, I am fine with having KID work together with the Meitanteis, with the Detective Boys, the Teenaged girls (and Eisuke), even with the FBI if he wants. But he really should stay away from the police, which is why we had the rule introduced that he would be arrested if the police figured out his identity. (That rule alone explains the auto-arrest: If KID is found, then he should be arrested immediately.)
Also: It is more of interest for Vermouth to try to sneak in and build up connections with all kind of townies - especially police. And face-pinching is very effective in finding her. KID on the other hand is supposed to stay more at a distance and only contact the ones that he made sure don't pose a danger to him (since he does not know who is a townie anyway).
So I would really like to keep auto-arrest the way he is.
Actually I had another suggestion: Maybe we should reduce the number of his investigates to 2? That way Yumi wouldn't be all alone with that number, and face-pinching works like a super-powerful investigation for "X disguises as Y" anyway, effectively replacing one of his normal investigations. He is also not part of the homicide department so his investigation skills should be a bit lower since he is less trained for that task and more for finding KID.
He already has a powerful ability that he could even use to "prove himself" (since the pinched victim will get a PM) and he is the first in contact with Jirokichi, allowing for a fast formation of alliances if things go according to their plans.
Oh, and while I'm sure some may take this as me complainin as we lost, I think with the addition of criminals, the amount of BO should be reduced depending on who's in the game, considering we got rid of over 1 BO a phase and hardly got poisoned and still lost.
Well, it was an unique game. Because on the other hand the town gave up on the first two lynching phases and the BO managed to make them lynch 3 townies, even late in the game.
But yeah, the number of BO should be considered, depending on whether a criminal (and which criminal) is in the game. I have to agree that I think the number was too high last game, it should have worked more fair with one less. You had to consider that we had a new, unexperienced member who got herself exposed right from the start - which kinda compensated for the higher BO count but - in case she had managed to stay undetected - would have made the imbalance even worse.
Though, the final decision should be with the GM. The slightly higher number of BO might also have been a good idea considering the insane number of defensive town roles (Ran, Makoto, Kobayashi, Araide, Agasa, lovers) while the BO had no sniper to break through protections except the one-time bribe from Pisco.
But otherwise I agree in lowering the number of BOs in future games with The Bomber.
If the criminal is Natsuki, the 1/3-1 that tommy used should be fine, however if the criminal is Okuda (with a townie target) or the Bomber, there should probably be one less BO, as they'll always be targeting townies and that's sort of like free APTXes. In the event of Okuda with a BO target, not all that certain how he should be handled because generally, once a BO is found he'll be gone pretty quickly anyway.
Well, on the other hand The Bomber is also dangerous for the BO in the beginning, since he will hunt for police, which are all adults. And most of the BO are adults as well, so chances are high that he kills one of them after he observed them. So he might play out in favor of the town, especially if they manage to get rid of him early enough before he starts working with the BO. (Which is a nice side-effect, making the town more motivated to catch the criminal instead of only focusing on the BO.)
Okuda has less reasons to work together with the BO, since he is out for a specific target and the BO does not know if it might be one of them. Also, he is likely to kill a BO "by accident" since BOs have a wide variety of items so if he finds one that matches with his query, he might kill the BO during the next night.
Again: It is probably a good idea to reduce the number of BOs in case a criminal is in the game, especially if that criminal mainly targets townies. The GM has to consider that when deciding about the roles. On the other hand the GM should not be afraid to just try something out in case there is no data available and the prediction how it might play out are hard. In the worst case we will have learned an important lesson after the game is over and will consider the outcome in future games.
Okay, now to the things I wanted to mention myself:
Nakamori:
Like I said, I think we might reduce the number of his investigations to 2, since face-pinching more than compensates for it.
Deduce/Spy:
Last game Kleene had her own name on the deduce list. This should not happen.
For both Deduce and for Spy, the own name of the player and the names of his/her allies (other BO, lovers, BFF) should not appear in the list. The only exception should be... well, if that ally really was the killer for the night - which should be no surprise unless it is the unlikely constellation of Sonoko befriending Vermouth disguised as Okiya or Yusaku. (In that case the BO has to deal with the situation, somehow. Vodka would probably love to help. And Vermouth might encourage Sonoko not to use her ability if she doesn't want her to use it. And in the worst case there is always the APTX).
Eri:
Eri got Voice of Reason because she could only Lawsuit for a long time. Now that she has a unique, useful and repeatable ability she should lose the VoR again. This should help to make the early lynchings more meaningful again (When I invented VoR I thought Eri would use it to keep herself alive since she could not prove herself.)... and allow us to give VoR to another character if we feel it fits and that role lacks something without having 2-3 VoR in the game regularly.
Irish:
Well, the might be most subjective, since it was my role the last game. But I felt I was the weakest BO out there.
His major advantage is that he relies less on luck to get useful disguises than Vermouth, since he can choose out of 5 possible roles. But that is pretty much it.
I suggest we give him back his "Abduction" that he had before. This should not influence him much, fits him perfectly (since this is what he did in Movie 13) and makes him a little bit more useful for the BO.
APTX:
Not sure if we should make changes here. I disliked how we were down to 1 APTX so quickly and had to rely on keeping that last one until the end of the game to stand a chance.
Well, my suggestion is the same like I made a few games ago: Backup-APTX.
For every 10-20 townies in the game (so the BO should usually get 1 or 2 Backup-APTX with our current game size), the BO gets one Backup-APTX. Once the BO had used up ALL of their previously given 3 APTX, they will be allowed to used one Backup-APTX instead (if they have a second backup-APTX, they will not be able to use it until they fail another poisoning).
This should allow the BO to be a bit more... risky with their APTX, since right now each one is so valuable that poisoning on a good suspicion is still to risky and the BO usually has to make 100% sure they are not wrong. Usually the BO loses when she has no APTX left, so as the game gets bigger and more townies are around it might be a good idea to give them another chance once they fail their first 3 capsules.
We might also in-cooperate Sherry with this new suggestion. Right now she has 2 capsules of APTX all for herself to try and poison towies (IIRC). We could change that so she only has 1 for herself and will start using the back-up APTXs afterwards. I think it helps to reduce the "need to burn through her APTX" before she gets exposed, still gives her and the BO a free APTX as long as she is alive and does not risk the starting APTX - which allow for multiple poisonings a day.