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#181
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I studied it in more detail...
I will describe what I didn't like:
The Mafia has one opportunity to commit an ND (Night Action) of the "Murder" type per night.
From this condition, it follows that
Summoner – Vegtam, a wise demonologist, grandmaster of summoning magic.
Features – none
ND1 – summons a dwarf who steals one item from the target. Vegtam can then place this item at the scene of the murder; he can only possess one item at a time, and he doesn't know what that item is.
+
The Killer can place 1 additional piece of evidence at the crime scene.
= GG town. If they can't always figure out one medium-difficulty piece of evidence, what will happen when the killer effectively has 3(!) pieces of evidence hanging over them for the night, and one of them might not even match them!
Necromancer – Zhok, grandmaster of necromancy, an immortal lord of the dead.
Features – none
ND – kills the target and raises them as a zombie (ND of the "Murder" class). Zombies lose all their features and NDs; the necromancer votes for them. Zombies die when any ND is applied to them (including "resurrection" from the nature goddess) or when the necromancer dies.
Aura – negative
He can be incredibly powerful at the beginning of the game if he makes even 2 zombies...
Witch – Yarga, an old sorceress, grandmaster of blood magic.
Features – none
ND – infects the target's blood; the target dies on the following night (ND of the "Murder" class)
Aura – negative
It's hard to track that...
1) On the first night, we kill either the Warlock or the Sorceress with the Witch; on the second night, we kill with the Necromancer and get two corpses from one Mafia!
2) We need to lie low because of the accumulated evidence – we kill with the demonologist or the witch and solve 2 problems at once!
Alchemist – Shanul, a scientist engaged in the search for the perfect potion, grandmaster of alchemy.
Features – protected from poisoning
ND – tests a potion on the target, which can have one of the following effects:
-Kills the target
-Gives the target some feature or ND
-Removes some feature or ND from the target
-Gives the target protection for this night
-Has no effect
Aura – negative
This looks especially harsh in conjunction with the above. 4 murders in one night!! If they all end up in town, it's GG right away.
Wizard – Zilfegor, an honest, kind, and responsive person, grandmaster of light magic, capable of opposing sorcerers.
Features – 50% chance to avoid death from sorcerers
ND – casts a block on the player from sorcerers
Aura – positive

Physiomancer – Nodlik, distinguished by his secrecy and suspicion of everyone, grandmaster of physical magic.
Features – 50% chance to avoid death
ND – none
Aura – negative

Illusionist – Lit, the most diligent of the archmage's students, grandmaster of illusion magic, checks his magic on one of the council members every night.
Features – none
ND – creates an illusory copy of the selected player for the night, giving him a 50% chance to avoid death
Aura – positive
It definitely needs to be 100%, otherwise the town has nothing to catch in such a game. But this is another over-adjustment.

Maybe I missed something else, but I'll summarize anyway:

Pros:
1) Interesting, colorful setting
2) Uniqueness of some NDs

Cons:
1) A huge number of NDs, which will simply overwhelm the average player. Even the Mafia can get confused. Of course, the roles of ordinary townspeople are boring, but they must exist! Otherwise, it will just be a mess, especially since in most cases only the Mafia uses their NDs rationally (because 1 head is good – 2 is better)
2) Imbalance of some abilities of the Mafia => a large imbalance in favor of the Mafia

Ps
And isn't there one? Peaceful, Sorcerers, Demon Worshippers, Alchemist...
It's very inconvenient to scroll the post back and forth. It's hard to remember who belongs where right away.

Ps ps
To avoid being unsubstantiated, I will describe some possible, IMHO, adjustments:
1) Severely reduce the NDs of the Mafia or make it 1 ND (any) per night (not very effective, due to the witches, for example).
2) Give the town 1-2 pairs
3) I already wrote about increasing the 50% protection to 100%
4) It is necessary to reduce the total number of NDs, because the option "I will not show some NDs" is not an option at all. With it, the essence of the game is lost, and again the poor town suffers, which, as Kyle wrote, has already lost 6 times and only won 2!

I hope this criticism will be taken without offense :) Good luck :)


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!