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Poor randy, tried to fish for information, but I already had proof of a cultist :)

There are worse was to go in this game.
.. and the Seer survives another day ..
 
Vote Kingepyon
 
the sorceror power is a ridiculous. all it takes is a player waiting around at the last minute and he can protect anyone. it basically breaks the game.

heck, if i were the sorceror i'd start doing that crap on day 1, villager or werewolf, and do it on the leader every single day, no matter what.
 
the sorceror power is a ridiculous. all it takes is a player waiting around at the last minute and he can protect anyone. it basically breaks the game.

heck, if i were the sorceror i'd start doing that crap on day 1, villager or werewolf, and do it on the leader every single day, no matter what.

That is not the case. The Sorceror protection against lynch is sent in the night before. So the order to protect a person has to be sent the day before. I would agree that if the order could be sent 1 minute before deadline, it would be overpowered like hell! Here the Sorc have to do it 24 hours before at the latest.
 
That is not the case. The Sorceror protection against lynch is sent in the night before. So the order to protect a person has to be sent the day before. I would agree that if the order could be sent 1 minute before deadline, it would be overpowered like hell! Here the Sorc have to do it 24 hours before at the latest.

But in a case where there are two wolves remaining, I can see it being very overpowered, as it becomes a game of chance about which wolf is protected, and thus, gives the wolves an unfair chance at parity.
 
At least one sorcerer is dead. Just think about a game where two sorcerers remain alternating to protect one wolf. :eek:

Since joeb was a sorcerer of the Red pack (theFreeman) Kingepyon (and his sorcerer) should be a packmate of Capt. Kiwi's (Yellow).

Kingepyon said he already knew a cultist when radakar tried to contact him so probably AVN the dead cultist was in league with Red pack and the yellow pack still has its cultist left.

It sounded like Kingepyon was the last wolf from his pack so probably he has now handed over his sorcerer/cultist to the Red(s). If there has been noone getting turned then the Yellow wolf will probably be protected from lynch tomorrow so even if there is only one Yellow wolf left and we find him we can't win tomorrow. Unless the wolves keep bumping into the GA protection or we have a lot of blessed or hunters I can't really see how we the village can win this. :(
 
But there is only one wolf left and two baddies (wolf and sorc), after we lynch kingepyon. Achieving parity would be pretty hard, no?

Oh, the other cultist. Yeah I have a hard time believing that one.
 
That is not the case. The Sorceror protection against lynch is sent in the night before. So the order to protect a person has to be sent the day before. I would agree that if the order could be sent 1 minute before deadline, it would be overpowered like hell! Here the Sorc have to do it 24 hours before at the latest.
it still takes away the one weapon that the village has - the lynch.

WWAAYAYYAYAYAYAYAYAY overpowered
 
I wish there was a hunter left among the goodies, this would then be over.
if only the hunter hadn't knocked out the clever wolf earlier....
 
But in a case where there are two wolves remaining, I can see it being very overpowered, as it becomes a game of chance about which wolf is protected, and thus, gives the wolves an unfair chance at parity.

It is no less chancey than some other traits. A hunter trait firing on a wolf hunt is also overpowered when it happens. Still, since the leader was toned down, I would like to see some form of a counter introduced in future games with this sorc role. This said, personally, I think we should avoid messing with the votes too much via roles. Plotter is fine, but plotter, sorcs and leader all affecting the lynch is too much.

I am thinking of a game who has only scanners and wolves. No leaders, no GA/Doc, no hunters, no brutals. There could be witnesses, spies, SA, cultists, sorc/priest/seer, and other passive traits which do not involve assassination or vote changes. And I got the theme, also. What I don't have is time.
 
BUT the GA/Doc has a much larger sample of potential targets to try to protect.

This breed of sorcerer has a much smaller population to defend.
 
BUT the GA/Doc has a much larger sample of potential targets to try to protect.

This breed of sorcerer has a much smaller population to defend.

Until the seer decides to become the JL mouthpiece and has a near invulnerable wall of protection.

Sure, you can still hunt around them, but as the population of the game gets whittled down, you can't hunt the one guy you know is cleared/clearing other people.
 
oh, i know.

i'm thinking of making protectors much more hit/miss in my next BIG Game or tossing them completely, & eliminating leaders/vote manipulators altogether. just a couple of thoughts going around the old noggin.
 
oh, i know.

i'm thinking of making protectors much more hit/miss in my next BIG Game or tossing them completely, & eliminating leaders/vote manipulators altogether. just a couple of thoughts going around the old noggin.

I agree, too many protection roles can throw the game off in a weird way. That being said, I don't mind, say, 1 GA. GA is a lot less scary to hit than a Doc for a wolf. And having only 1 protection role in a game is good because you can't make someone near invulnerable to hunts.

If 100% protection is too much, maybe making it so they can only protect the same person 1/3 nights would weaken the GA sufficiently to make it more of a thoughtful protection, rather than just spam it on the one who needs protecting.
 
I agree, too many protection roles can throw the game off in a weird way. That being said, I don't mind, say, 1 GA. GA is a lot less scary to hit than a Doc for a wolf. And having only 1 protection role in a game is good because you can't make someone near invulnerable to hunts.

If 100% protection is too much, maybe making it so they can only protect the same person 1/3 nights would weaken the GA sufficiently to make it more of a thoughtful protection, rather than just spam it on the one who needs protecting.
the 1/3 sounds good. personally, i was thinking they could protect a player only once per game. gotta pick your shots...
 
the 1/3 sounds good. personally, i was thinking they could protect a player only once per game. gotta pick your shots...

I was considering that, but a part of the GA's early usefulness is seeing if they can predict wolf hunts by protecting either people who seem cleared, or people who are good analysis.

With protecting only 1 person in a game, I can see the GA not protecting anyone for the first few days, just so they can make sure they have a protection left just in case the seer or the mouthpiece needs it for a day.
 
oh, i know.

i'm thinking of making protectors much more hit/miss in my next BIG Game or tossing them completely, & eliminating leaders/vote manipulators altogether. just a couple of thoughts going around the old noggin.

I posted it first :p

the 1/3 sounds good. personally, i was thinking they could protect a player only once per game. gotta pick your shots...

I've tried this outside Paradox, and it doesn't seem to work badly...
 
Official Counting of the Count - 2h41m till deadline:

Kingepyon 7 – Johho888[644], Bagricula [652], Vainglory [655], the_hdk [656], Eternaly_Lost [657], Taiisatai64 [658], Slinky [662]
Slinky 1 – Kingepyon [646]

Not Voted: Yakman
Missed 1 vote: the_hdk, Slinky