joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
FadedEmperor wrote:A few things:
1. This just sounds like better bodyguard.
I wouldn't say so. It is very difficult to protect someone directly as the charm gets passed around at any visit and it does not kill any attackers. Yes it can protect multiple people, but not every one of those people will end up being town. My main idea is that it would cause uncertainty in attacking scum because anybody at all could have a charm at any time.
2. If this were actually getting in the game, it would most likely be a unique role and would most likely be 1 or 2 charmings, because having up to 3 basic-defense town members is op.
I was thinking about making it unique, because you're right that 2 of them or more could lead to a huge amount of charms in the town. I feel like this may not be a huge issue though because if you try to give a charm to someone who already has one it will fail, and it won't always be town that has all of the charms. Do you think it would be better off unique?
3. What would happen if someone has a charm and attacks someone, which action takes priority? The attack or the charm?
The charm would not transfer. I intend for the charm transfer action to take place absolutely last at night, so the target would die before the charm could transfer. In this case it would only swap to a person who visited the attacker on that night and not the person they attacked.
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
FadedEmperor wrote:1. This just sounds like better bodyguard.
Ezradekezra wrote:Not sure if this needs tweaking or anything but it's a neat idea so /support
What happens if a Transporter is given a charm and they visit two players?FadedEmperor wrote:1. This just sounds like better bodyguard.
This is literally nothing like BG other than the fact that it's a protective role
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
alex1234321 wrote:This is an interesting role. I would reduce the number of charms to two because you don't see Doctors healing three players in one game very often. This role has less control over who it protects, so it should save people more often than a role like Doctor. I think two would still be more than enough to make it stronger than Doctor in terms of protective ability.
The one thing that concerns me a little about this role is the amount of control the player has on who it protects. Even if the Charmer protects a Town role, its impact depends on the specific sub-alignment of that player. For example, if the Charmer protects another TP or a Lookout, that player is likely to continue visiting Town roles, which would keep the charm in the hands of the Town for longer. If the Charmer picks a different TI, like a Sheriff, that player is likely to visit scum, which could be negative utility.
I may have missed this, but what happens if a killer receives a charm? Would the player being attacked be protected or would the charm only transfer to someone who visits the killer? Personally, I do not think attackers should be able to pass charms to players they visit since you would be rewarding the Charmer for choosing to protect someone on the wrong team.
Does the Charmer know who has the charms at any given time? This would add another layer of strategy to the role and could help make it more skill-based. It could lead to new strategies, such as the Charmer telling players who they should visit, which could also allow scum to fakeclaim and effectively control the actions of important Town members.
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
superdog551 wrote:Currently the Charmer does not know who has the charms but I like the idea of seeing where they are, like the little symbol next to your target when you are an executioner. I didn't add this originally because I thought it might give the charmer too much info. For example the charmer gives one to Person A and Person B. The next night Person A loses the charm and Person C receives it, now the charmer knows one of them visited the other. It's not too much information really, so I think I will make a revision to this role to give it 2 charms and allow it to see where they are and we can work from there to figure out if it needs more changing. Thanks for the feedback!
alex1234321 wrote:superdog551 wrote:Currently the Charmer does not know who has the charms but I like the idea of seeing where they are, like the little symbol next to your target when you are an executioner. I didn't add this originally because I thought it might give the charmer too much info. For example the charmer gives one to Person A and Person B. The next night Person A loses the charm and Person C receives it, now the charmer knows one of them visited the other. It's not too much information really, so I think I will make a revision to this role to give it 2 charms and allow it to see where they are and we can work from there to figure out if it needs more changing. Thanks for the feedback!
I didn't think of how the Charmer would see people's visits. When there's only one charm floating around, it would act like a buffed Tracker most of the time. Of course, it wouldn't be able to spot killers, but anyone who claims to have visited someone who they didn't actually visit can easily be caught. With two charms it seems okay but it would be weird if you only saw charms when both are deployed and the Charmer shouldn't be required to send both charms at once.
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
superdog551 wrote:alex1234321 wrote:superdog551 wrote:Currently the Charmer does not know who has the charms but I like the idea of seeing where they are, like the little symbol next to your target when you are an executioner. I didn't add this originally because I thought it might give the charmer too much info. For example the charmer gives one to Person A and Person B. The next night Person A loses the charm and Person C receives it, now the charmer knows one of them visited the other. It's not too much information really, so I think I will make a revision to this role to give it 2 charms and allow it to see where they are and we can work from there to figure out if it needs more changing. Thanks for the feedback!
I didn't think of how the Charmer would see people's visits. When there's only one charm floating around, it would act like a buffed Tracker most of the time. Of course, it wouldn't be able to spot killers, but anyone who claims to have visited someone who they didn't actually visit can easily be caught. With two charms it seems okay but it would be weird if you only saw charms when both are deployed and the Charmer shouldn't be required to send both charms at once.
It wouldn't only see them when both are deployed and it only gives out one charm per night, it doesn't have to give both right away.
alex1234321 wrote:superdog551 wrote:alex1234321 wrote:superdog551 wrote:Currently the Charmer does not know who has the charms but I like the idea of seeing where they are, like the little symbol next to your target when you are an executioner. I didn't add this originally because I thought it might give the charmer too much info. For example the charmer gives one to Person A and Person B. The next night Person A loses the charm and Person C receives it, now the charmer knows one of them visited the other. It's not too much information really, so I think I will make a revision to this role to give it 2 charms and allow it to see where they are and we can work from there to figure out if it needs more changing. Thanks for the feedback!
I didn't think of how the Charmer would see people's visits. When there's only one charm floating around, it would act like a buffed Tracker most of the time. Of course, it wouldn't be able to spot killers, but anyone who claims to have visited someone who they didn't actually visit can easily be caught. With two charms it seems okay but it would be weird if you only saw charms when both are deployed and the Charmer shouldn't be required to send both charms at once.
It wouldn't only see them when both are deployed and it only gives out one charm per night, it doesn't have to give both right away.
I was saying that if only one charm is out then the role is basically a protective Tracker which feels OP. I was trying to come up with potential solutions but I think it would be better if the Charmer doesn't see who was charmed. I didn't think about how you could deduce visits by seeing who is charmed.
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
Cavespider17 wrote:How does Transporter effect the Charm being given? What about the Witch? Do they cause redirection or does the Charm fail? Maybe it could rebound onto them, particularly the Witch. Also: What would your Invest results me, and how would you support a spy saying your target was attacked? Would their be a notification or bug?
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
ak521 wrote:very complicated and not fitting lore.
You also copied my role name.
no support
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
joaodasalmas wrote:Abilities: You can reveal yourself as the King Potato, and now you can't be voted.
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