Locksmith - Town Protective

Suggest new roles or changes to current roles for the game here.

1-5 Rate it :D

1.Great TG Material
6
27%
2.Its Good(Specify)
5
23%
3.Neutral (Not good, Not bad)
5
23%
4.Its Bad - Needs Changing(Specify)
1
5%
5.Terrible(Specify)
5
23%
 
Total votes : 22

Re: Locksmith - Town Protective

Postby Boredfan1 » Fri May 18, 2018 6:02 pm

The role. I can't think of anything to improve it.
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Re: Locksmith - Town Protective

Postby timurtheking » Fri May 18, 2018 6:29 pm

Pirz wrote:I can see where you were coming from with this role idea, and I don't think it's necessarily bad. However... you should pretty much give it an overhaul.

First off, a lock isn't going to stop a murderer in this town. A killer would just break down the door, whether it'd be magical arts, wolves, psycho's, mafias, et cetera. Which brings me to my second point... this, at most, stops non lethal, home entering visitation roles, and it would really only protect them if they stayed home. What good is a locked door if they aren't behind it? Exception to this is probably the escort/consort... because, let's face it, what they do happens behind locked doors anyway. This would make it town supportive at best, as it's only preventing/aiding town against non lethal roles.. most of which are town, sad to say. So, what is the point of this role?

After you get past the existential crisis that this role presents.. Next you must establish the role perimeters. You can't just permanently fix someone's lock and forever deny someone's role against that target, and having last a finite amount of time is also illogical and game breaking. Even something as simple as making it last two days still lets you forever block roles from one person, and alternate supportive protection for another. If it only lasts for the night... well, then you're a really bad locksmith.

I like your idea, but it'll never work. Besides, this town never locks their doors... why would they need a locksmith?

Alot of what u said is lore stuff
And balance > lore

But you do make some fine balanfe point on the locking i guess
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Re: Locksmith - Town Protective

Postby Element83 » Fri May 18, 2018 7:07 pm

timurtheking wrote:
Pirz wrote:I can see where you were coming from with this role idea, and I don't think it's necessarily bad. However... you should pretty much give it an overhaul.

First off, a lock isn't going to stop a murderer in this town. A killer would just break down the door, whether it'd be magical arts, wolves, psycho's, mafias, et cetera. Which brings me to my second point... this, at most, stops non lethal, home entering visitation roles, and it would really only protect them if they stayed home. What good is a locked door if they aren't behind it? Exception to this is probably the escort/consort... because, let's face it, what they do happens behind locked doors anyway. This would make it town supportive at best, as it's only preventing/aiding town against non lethal roles.. most of which are town, sad to say. So, what is the point of this role?

After you get past the existential crisis that this role presents.. Next you must establish the role perimeters. You can't just permanently fix someone's lock and forever deny someone's role against that target, and having last a finite amount of time is also illogical and game breaking. Even something as simple as making it last two days still lets you forever block roles from one person, and alternate supportive protection for another. If it only lasts for the night... well, then you're a really bad locksmith.

I like your idea, but it'll never work. Besides, this town never locks their doors... why would they need a locksmith?

Alot of what u said is lore stuff
And balance > lore

But you do make some fine balanfe point on the locking i guess


Like tim says a lot of the stuff you said was Balance > lore

But pushing this aside you make some good points but you did get some other points wrong though - Ill explain

1." Which brings me to my second point... this, at most, stops non lethal, home entering visitation roles, and it would really only protect them if they stayed home."
Correction - This role stops lethal roles from TARGETING HIGH PRIORITY TARGETS in the first place.
"This would make it town supportive at best, as it's only preventing/aiding town against non lethal roles.. most of which are town, sad to say. So, what is the point of this role?"
Answer - The point of this role is to protect high priority targets from being targets in the first place because once a lock is placed on this person Any evil who would want to target a locked player would have that thought thrown away because of this lock and it gives this person time to do their job, but also this has a small weakness cause, say, GF is trans to a locked player then that lock is broken and to be clear this is the life cycle of a lock -
N2 - Jimmy gains a lock (NOTE - Lock has priority over a kill so even if he is attacked he would be protected and that is the job of a TP)
N4 - Last day for lock to last and Jimmy is attacked
D5 - Jimmy was found dead

ALSO taking into account that a locked target can still be Witch, Doused, and killed by a Astral attack I think this is a fair balance with how a lock protects this player from being attacked for a FINITE AMOUNT OF TIME...

2."Even something as simple as making it last two days still lets you forever block roles from one person"
Correction AGAIN - This role blocks ATTACKS for the player - you really need to re-read this role...

And this also gave me the idea of making it where this role can counter negetive effects... - BUT still controversal idea
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-Locksmith
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-Torturer


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Re: Locksmith - Town Protective

Postby Element83 » Sat Jun 02, 2018 6:34 pm

Bumpio
Check out my Role/Faction Ideas
-Locksmith
-Mysophob
-Torturer


"Crusader, Psychic, Blackmailer, Jailor, Spy and the Coven are all balanced roles/Factions"
-Mystic

JK


Needs some help with an up-coming faction, go to Faction Development to get some help with it!
https://discord.gg/YNfVpZ5 (Perm Link This time)
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